Editing ORC TRIBES

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 7: Line 7:
 
|
 
|
 
|-
 
|-
|align="center" style="background:#efefef"| Although denied by us dwarves, it is clear that orcs are descended from a common ancestor that was horribly twisted by the Shadow in the dawn of the dwarven race. Orc legend speaks of '''thirty brides of Izrador''' that became the mothers of the orc race. Each bride/mother was unique; bring their own elements into the new race. These mythical progenitors of the orcs led to the formation of the great orc tribes we know of today. The tribes took the names of their matriarch, such as the '''Mother of Bone''', '''Dead Mother''', and '''Shunned Mother''' tribes.  <br> <br> The Night King, Jahzir now commands the loyalty of many of the largest orc tribes and has unquestioned control of the orc legions. As the king of Erenland, he has the authority to command the forces of the traitor princes and can conscript troops from the enslaved population to serve as fodder for elven arrows and dwarven axes. Militarily, he is unchallenged by either the Order of Shadow or his fellow Night Kings. The power of the orc tribes continues to put pressure on the traitor princes, who watch as the whispered promises of Izrador fade away with each passing year.
+
|align="center" style="background:#efefef"| Although denied by us dwarves, it is clear that orcs are descended from a common ancestor that was horribly twisted by the Shadow in the dawn of the dwarven race. Orc legend speaks of '''thirty brides of Izrador''' that became the mothers of the orc race. Each bride/mother was unique; bring their own elements into the new race. These mythical progenitors of the orcs led to the formation of the great orc tribes we know of today. The tribes took the names of their matriarch, such as the '''Mother of Bone''', '''Dead Mother''', and '''Shunned Mother''' tribes.  
 
|-
 
|-
 
|-
 
|-
Line 19: Line 19:
 
==The Original 30 Tribes==
 
==The Original 30 Tribes==
 
:  Of the original thirty legendary tribes, '''twenty-three''' are still believed to be in existence. Seven tribes were either not sufficiently loyal to the Dark God or did not prove strong enough to keep their tribe out of the cook pots. <br> There are more than twenty-three orc tribes. Over the centuries, warfare, the rise of powerful leaders, and nature allowed elements of the great tribes to break away and form new tribes. While the twenty-three original tribes are the strongest or amongst the strongest, there are hundreds of other tribes. The politics in the north and the alliances between the tribes are convoluted and difficult to understand if you are not an orc. Animosity between tribes can be traced back over thousands of years. Tribal alliances shift frequently as each tribe tries to better its position and weaken a hated rival. <br> The war against the humans and the fey has brought a number of changes to orc tribal culture. More living space and access to better food has allowed some smaller tribes to grow very quickly. No longer restrained by powerful enemies, smaller tribes have migrated into northern and southern Eredane and established new homes. Old alliances have broken down and new regionally based alliances have taken their place. . Some minor tribes have been catapulted into leadership due to their success against the fey. Others have ceased to exist and their members either join another tribe or are exterminated.
 
:  Of the original thirty legendary tribes, '''twenty-three''' are still believed to be in existence. Seven tribes were either not sufficiently loyal to the Dark God or did not prove strong enough to keep their tribe out of the cook pots. <br> There are more than twenty-three orc tribes. Over the centuries, warfare, the rise of powerful leaders, and nature allowed elements of the great tribes to break away and form new tribes. While the twenty-three original tribes are the strongest or amongst the strongest, there are hundreds of other tribes. The politics in the north and the alliances between the tribes are convoluted and difficult to understand if you are not an orc. Animosity between tribes can be traced back over thousands of years. Tribal alliances shift frequently as each tribe tries to better its position and weaken a hated rival. <br> The war against the humans and the fey has brought a number of changes to orc tribal culture. More living space and access to better food has allowed some smaller tribes to grow very quickly. No longer restrained by powerful enemies, smaller tribes have migrated into northern and southern Eredane and established new homes. Old alliances have broken down and new regionally based alliances have taken their place. . Some minor tribes have been catapulted into leadership due to their success against the fey. Others have ceased to exist and their members either join another tribe or are exterminated.
 
 
=The Great Tribes=
 
:::<font color=darkred>'''''Master Ereach''', <br> Much has changed since you last walked the Black Road. Many of the traditional powers in the north, the great orc tribes, have been drawn south to richer hunting grounds or to join the armies fighting against the accursed fey. In their wake, alliances among the minor tribes still in the north have shifted as they struggle for petty dominance. Blood is being spilled and the marches are littered with empty warrens. The fighting is usually limited to the Withered Wood and the Cold Downs, as the remaining great tribes still keep an iron grip on the Ishensa and the road north to the Vale. <br> I will try to briefly recount the current conditions of the great tribes you may encounter, if you pursue your plan to reconsolidate the Order’s power in the north. My findings can be found throughout this document, starting with the strongest and most dangerous to our order: the Blood Mother tribe. <br> The Blood Mother tribe waits patiently, like a bloated spider, in their fortress of Gasterfang. While the other great tribes marched south to war, the '''Blood Mother''' orcs built their strength and have come to dominate the Ishensa Basin. They are now beginning to expand their control into the eastern Downs. The tribe controls the richest lands in the north and treats our brothers at the Eye as if they were prisoners. '''The witch Baeraga''' still leads the tribe and makes no secret of her hatred of us. They are by far the strongest tribe, with dozens, if not hundreds, of warrens delving deep into the earth. I can only guess at their numbers, but would not be surprised if there were over 100,000 Blood Mother orcs. <br> The tribe’s ascendancy has not won them allies. To the east, the '''Feral Mother''' tribe is focused on their war against the dwarves and do not have the strength or desire to oppose the Blood Mothers. To the north, the '''Blighted Mother''' tribe has been pushed farther north, living in the margins of the Frozen Marsh. The hatred between the two tribes is palpable, but the Blighted Mother orcs do not have the strength to oppose Baeraga and her hordes. To the west there are only '''minor tribes''' that bow and scrape to keep their lands. The Blood Mother orcs have become too powerful; the balance between the great tribes is gone. They must be forced to war. Let Erethor bleed them. <br> '''Your Submissive Disciple, <br> Brother Corlian'''''</font>
 
 
----
 
----
 
----
 
----
Line 46: Line 42:
 
::*  '''Head Mother''':  Ograd  
 
::*  '''Head Mother''':  Ograd  
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''Mother Tribe Greatings, my Master Ereach''',  <br> I’ve had few dealings with the western tribes; much of what I can relate is secondhand and likely dated. The Black Horned Mothers are a strong tribe, noted for their ability to capture and enslave the trolls and giant-men in the Withered Wood and the Highhorns. The tribe’s warbands use these slaves to attack fey strongholds in Northern Erethor. The Black Horned Mother warlord, Vilgash, is a massive orc who is said to have crushed the skull of his last challenger with his bare hands. I can only guess at the size of the tribe, but I suspect they number at least 40,000 and may number as many as 80,000. The tribe’s greatest rival is the Shunned Mother tribe in the northern Highhorn Mountains. The two tribes compete over the fey fortress of Silverthorn and control of passes through the eastern Highhorns; they seem to forget that they must first take both from the Erunsil. The Shunned Mothers have an ancient alliance with the Wounded Mother orcs to the south. Working together at the end of the Third Age they overcame the most well-defended strongholds of the Fortress Wall. They even used their witches’ sloppy magic to bring the keeps down, reducing the stone forts to rubble and the tree forts to splinters. I would assume this was undertaken to prevent the Black Horned from taking control of the keeps after the front lines had moved on. The only true threat the tribes face is from the wild creatures of the Highhorns. They still have not fully explored all of its high, savage places or its dark, hidden caves, and beasts regularly emerge from the wilds to clear a bloody swath through their camps. Of course, there is also the danger of escaped shadowspawn from the Scar . . . it is such a shame when they somehow escape and wreck havoc upon our allies the orcs, is it not, my master?''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
Line 59: Line 54:
 
::*  '''Head Mother''':  Grigag  
 
::*  '''Head Mother''':  Grigag  
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''Most Holy Legate Ereach''',  <br> The lands around the Blight Marsh have become ever more dangerous since your last visit. There is a new scourge from out of the wastes: the Cold Ones, abnormally strong and organized Fell. They attack in large numbers and work together to overwhelm even well-organized defenses. Rumors claim that they have destroyed whole warrens. We sent two of our own to investigate, but they never returned; we have too few brothers in the north to risk further investigation. Fortunately, the threat appears to be greatest in the Blight and the eastern Vale, and should not affect travel on the Black Road. The Blighted Mother tribe, with over 40,000 orcs, dominates the Blight Marsh, even with their current problems. All other tribes have been absorbed or forced elsewhere. The tribe is the Blood Mother’s greatest rival in the north; skirmishes between the two tribes over hunting grounds is common. The enmity between the Blighted Mother and Blood Mother orcs is to our advantage. Every effort should be made to further this rivalry. Beside the Blood Mother, though, they have no other serious rival. In truth, few would want their land. To the north in the Endless Ice are a few minor tribes. The Dead Mother orcs are to the east and are ignored. The Burnt Mother orcs, keeping as they do to their Black Road, are left alone and occasionally traded with. If conflict were to erupt in the north, the Blighted and the Burnt Mothers would likely be allies.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
Line 133: Line 127:
 
::*  '''Head Mother''':  Isslak  
 
::*  '''Head Mother''':  Isslak  
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''Master Ereach''',  <br> As per your request, I have had my informants investigate the lesser-known tribe that call themselves the Burnt Mother orcs. They are the de facto guardians of the Black Road and as such rule the lower and western Weal. Since your last visit, the Vale of Tears has become even more unpredictable, with frequent tremors and unstable ice. I would not travel the Black Road without a Burnt Mother escort. They can take you safely to the region patrolled by the Frozen Mother orcs, over halfway to the Scar. Finding a guide is not difficult, as the tribe’s warrens are clearly visible in the cliff sides rimming the Weal. The tribe has grown over the past 30 years as most of their rivals have moved into Erenland. With their new warrens in the Downs there are close to 50,000 Burnt Mother orcs. That number is likely to grow as they continue expanding their warrens to the south. There are only two tribes that could challenge their control of the eastern Weal: the Frozen Mother in the northwest and the Blood Mother to the southeast. The Burnt Mothers appear to have some understanding with the Frozen Mother orcs, as their guide can travel into Frozen Mother territory without fear of attack. So far, there have been no problems with the Blood Mothers, either; there’s still plenty of room for both tribes to expand into the Cold Downs or farther out along the Weal.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
Line 177: Line 170:
  
 
==Dark Mother Tribe==
 
==Dark Mother Tribe==
[[Image:DarkMother.gif|frame|Tribal symbol of the Dark Mother Tribe]]
 
 
:  '''(Great Tribe)'''  
 
:  '''(Great Tribe)'''  
 
::*  '''Tribal Lands''': Bastion region   
 
::*  '''Tribal Lands''': Bastion region   
Line 183: Line 175:
 
::*  '''Head Mother''':  Raarn
 
::*  '''Head Mother''':  Raarn
 
:  '''Notes''':  After the Last Battle, Izrador spoke to the Dark Mother tribe’s head kurasatch udareen. At her god’s urging she took her people south, to the very edge of the northern lands. Though they suffered greatly during the journey, their territories now include much of the lands once held by the '''Dorns'''.  <br> Orc Sorceresses of the Dark Mother tribe have a strict tradition regarding their most powerful evocation spell: Only nine may know it at any time. Kill one of them and her ghost will give up the spell.  
 
:  '''Notes''':  After the Last Battle, Izrador spoke to the Dark Mother tribe’s head kurasatch udareen. At her god’s urging she took her people south, to the very edge of the northern lands. Though they suffered greatly during the journey, their territories now include much of the lands once held by the '''Dorns'''.  <br> Orc Sorceresses of the Dark Mother tribe have a strict tradition regarding their most powerful evocation spell: Only nine may know it at any time. Kill one of them and her ghost will give up the spell.  
::*  '''''The Kranklobûrz (Dark Mother) Tribe''':  Durgaz’s tribe, consisting of 3000+ Orcs. Durgaz’s father was killed long ago in battle; his mother now serves as a midwife back in the Northlands and knows nothing of Durgaz's treachery, or even that he is still alive; nor would she particularly care to learn either.''
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::*  '''Warlord Uzaral''':  A thousand or so members of this tribe live in '''Highwall''', commanded by the warlord Uzaral. An irontusked veteran who was sent to the city after losing a power struggle with a rival. He chafes at the duty, wishing to return to combat, and his dislike of Highwall has passed on to his orcs, which are known to be the most brutal and savage in their treatment of the humans. <br> More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.  
 
::*  '''Warlord Uzaral''':  A thousand or so members of this tribe live in '''Highwall''', commanded by the warlord Uzaral. An irontusked veteran who was sent to the city after losing a power struggle with a rival. He chafes at the duty, wishing to return to combat, and his dislike of Highwall has passed on to his orcs, which are known to be the most brutal and savage in their treatment of the humans. <br> More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.  
 
::  '''Physical Description''': Males of the Dark Mother tribe cap their tusks with black iron before leaving the pit for the final time. Those who return to their tribal lands as overseers cut their tusks out to denote their diminished status.
 
::  '''Physical Description''': Males of the Dark Mother tribe cap their tusks with black iron before leaving the pit for the final time. Those who return to their tribal lands as overseers cut their tusks out to denote their diminished status.
:: '''Tribal Mark/Symbol''':  ???
+
:: '''Tribal Mark/Symbol''':  ???  
 +
 
 +
 
  
 
==Dead Mother Tribe==
 
==Dead Mother Tribe==
Line 195: Line 188:
 
::*  '''Head Mother''':  Hejr
 
::*  '''Head Mother''':  Hejr
 
:  '''Notes''':  The Dead Mother tribe clings to life in a bare dozen warrens scattered over the far northeastern coast. The abundant fishing and thick seaweed which once provided their livelihood now goes south to support the war effort. The rations left to them keep bone and flesh together, though their dilapidated quarters are less than half full. Orcs of the Dead Mother tribe hate water as much as any other orc, but they enjoy mastering that fear almost as much as other orcs enjoy giving in to it. Rather than trust to boats, though, they instead maintain an elaborate system of weirs and nets stretching as much as a half mile out to sea.
 
:  '''Notes''':  The Dead Mother tribe clings to life in a bare dozen warrens scattered over the far northeastern coast. The abundant fishing and thick seaweed which once provided their livelihood now goes south to support the war effort. The rations left to them keep bone and flesh together, though their dilapidated quarters are less than half full. Orcs of the Dead Mother tribe hate water as much as any other orc, but they enjoy mastering that fear almost as much as other orcs enjoy giving in to it. Rather than trust to boats, though, they instead maintain an elaborate system of weirs and nets stretching as much as a half mile out to sea.
:::<font color=darkred>'''''Master Ereach''', It is doubtful that your servants will ever need to travel to the far northeast of the continent, where the Barren Wastes reach the Cold Shore. The land is almost as desolate as the land near the Scar itself, swept by chill arctic winds and almost uninhabitable. The Dead Mother tribe has been slowly dying here for centuries. They are a great tribe now only in name, living off their glories from the First and early Second Age. There can’t be more than a dozen warrens left, maybe 10,000–15,000 orcs. They survive by braving the freezing waters to harvest fish and seaweed, much of it sent south as tribute to the Feral Mothers. I don’t need to tell you how desperate they must be to overcome their fear of water, and not for a military purpose either, but rather to subsist. The Dead Mother Tribe poses little threat to its neighbors and will likely continue in slow decline if they remain in the wastes. I would hazard that they would support the Feral Mothers in any war between the tribes, but could provide at best only two warbands of poorly equipped troops. The only reason they remain of interest is their reverence for our order. Unlike the Blood Mother witches, their kurasatch udareen know their place and will follow our commands. If war does come to the north, the Dead Mother tribe would shield us if we were forced out of Gasterfang.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::*  '''Darshod''' -  Channeler, Darshod became what Izrador made him to be: the perfect assistant to the '''Night King Ardherin'''. He serves willingly, lending his arcane might to the chosen of his god. He also strikes hard into the heart of the Order of Shadow, keeping them in line and under heel as much as possible. Underneath his loyal service, Darshod watches and waits. He watches his master Ardherin most closely of all, waiting for a time when the Night King will slip. Darshod believes he knows a way to transfer his soul into the Night Kingís body, taking the elfís nearly limitless arcane might for himself. He also believes that so long as the assault on the elves does not falter, Izrador will ignore the switch. Whether Darshod ís belief proves true in practice remains to be seen, but he hopes to find out soon. <br> Dorshod's birthing ended in the death of his mother and his midwife. This unusual display marked him as special. His incredible power as a spiritual channeler, something almost unheard of in a male orc, marked him as dangerous. After he sucked the soul out of an overseer, the priestess of his warren sent him to serve with the Night King Ardherin in Highwall. Now he serves at the Night King's right hand as a favored servant and occasional enforcer.
 
::*  '''Darshod''' -  Channeler, Darshod became what Izrador made him to be: the perfect assistant to the '''Night King Ardherin'''. He serves willingly, lending his arcane might to the chosen of his god. He also strikes hard into the heart of the Order of Shadow, keeping them in line and under heel as much as possible. Underneath his loyal service, Darshod watches and waits. He watches his master Ardherin most closely of all, waiting for a time when the Night King will slip. Darshod believes he knows a way to transfer his soul into the Night Kingís body, taking the elfís nearly limitless arcane might for himself. He also believes that so long as the assault on the elves does not falter, Izrador will ignore the switch. Whether Darshod ís belief proves true in practice remains to be seen, but he hopes to find out soon. <br> Dorshod's birthing ended in the death of his mother and his midwife. This unusual display marked him as special. His incredible power as a spiritual channeler, something almost unheard of in a male orc, marked him as dangerous. After he sucked the soul out of an overseer, the priestess of his warren sent him to serve with the Night King Ardherin in Highwall. Now he serves at the Night King's right hand as a favored servant and occasional enforcer.
Line 205: Line 197:
  
 
==Feral Mother Tribe==
 
==Feral Mother Tribe==
[[Image:Feral-Mother.gif|frame|Tribal symbol of the Feral Mother Tribe]]
 
 
:  '''(Great Tribe)'''  
 
:  '''(Great Tribe)'''  
 
::*  '''Tribal Lands''': Frozen Barrens   
 
::*  '''Tribal Lands''': Frozen Barrens   
Line 211: Line 202:
 
::*  '''Head Mother''':  (unknown)
 
::*  '''Head Mother''':  (unknown)
 
:  '''Notes''':  The Feral Mother tribe’s breeding pits supply most of the armed forces that war against the dwarves in the '''Kaladrun Mountains'''. The males of the tribe dream almost every night of their kurasatch udareen suffering endless degradation at the hands of dwarves, a fact that inspires the enraged hordes in their siege against the doomed holdfast of '''Calador'''. The tribe’s current role as the enemies of the dwarves is one that was hard won. They have waged a bitter war in the '''Icewall Mountains''' for centuries, trading raids and atrocities with their foes, dying while the other tribes built up their weight of numbers. When the other tribes burst through '''the Fortress Wall''' and pushed the battle far south of its former lines, only the Feral Mother tribe’s pride and ferocity allowed it to retain its position as the leaders of the dwarven war front.
 
:  '''Notes''':  The Feral Mother tribe’s breeding pits supply most of the armed forces that war against the dwarves in the '''Kaladrun Mountains'''. The males of the tribe dream almost every night of their kurasatch udareen suffering endless degradation at the hands of dwarves, a fact that inspires the enraged hordes in their siege against the doomed holdfast of '''Calador'''. The tribe’s current role as the enemies of the dwarves is one that was hard won. They have waged a bitter war in the '''Icewall Mountains''' for centuries, trading raids and atrocities with their foes, dying while the other tribes built up their weight of numbers. When the other tribes burst through '''the Fortress Wall''' and pushed the battle far south of its former lines, only the Feral Mother tribe’s pride and ferocity allowed it to retain its position as the leaders of the dwarven war front.
:::<font color=darkred>'''''Master Ereach''',  <br> The Frozen Barrens are the lands of the Feral Mother tribe and its allies. Just as those who once lived in the Cold Downs have headed south, much of the Barrens-dwellers have emigrated into the mountain holdfasts of their defeated foes. Those that remain are focused on supporting the war carried on by those who left. For orcs, it is a surprisingly efficient support network. New arms and armor as well as highly-trained warriors are distributed among the rank and file at regular intervals, adding fresh blood to those units weary from the meat grinder of the Kaladruns. Smoke and ash billow from warholds in the Southern Barrens as fresh warbands are trained and equipped. The Feral Mother orcs are fearsome in combat, heavily armed and armored like the dwarves, and amongst the most disciplined troops I have seen. For the moment, the Feral Mother orcs are unchallenged in their frozen domain. Rival tribes have been pushed into the Icewalls or Kaladruns, or have sworn fealty to the Ferals’ kurasatch udareen. To their east, over and among the last badlands of the Icewalls, is the Cold Shore. At best, that hell-on-earth boasts a handful of isolated warrens. To the north are the remnants of the Dead Mother tribe, more vassal than ally to the Feral Mothers. To the northwest lies the Blight Marsh, home of the Blighted Mother Tribe, which is no threat to these warriors. Only the west concerns the Feral Mother—there, with the resources of the Ishensa Basin at their disposal, the Blood Mother waxes stronger each year.''</font>
+
:  '''Noted Tribesmen''':   
:  '''Noted Tribesmen''':
 
::*  '''Jaadrung''':  Jaadrung of the '''Feral Mother Tribe''' is a rare orc—a battle-scarred, old soldier who did not die fighting but is now simply too old to wage war. Instead he serves the Shadow by drilling young recruits in the training camp at the '''Wounded Mother''' warren of '''Kurobund in the south central Vale'''. He is also one of the oldest followers of the White Mother and as such uses his position to plant the seeds of dissent in the minds of the young soldiers he trains. He knows he plays a deadly game but believes he finally serves a purpose greater than his own life. Besides, he figures he has already lived well beyond his time.
 
 
::*  '''Zagaras''':  (City p.13) Had been promoted to command an entire legion for the Feral Mothers tribe. After a distinguished career as a warrior and war leader, Zagaras won his greatest glory when he led his legion against a strongly fortified dwarven stronghold in the Icewall Mountains. Zagaras fought an ancient dwarven chieftain in single combat and flung him down from the walls of the fortress. In the end, the fortress was taken, with only Zagaras himself standing alone and wounded on the battlements.
 
::*  '''Zagaras''':  (City p.13) Had been promoted to command an entire legion for the Feral Mothers tribe. After a distinguished career as a warrior and war leader, Zagaras won his greatest glory when he led his legion against a strongly fortified dwarven stronghold in the Icewall Mountains. Zagaras fought an ancient dwarven chieftain in single combat and flung him down from the walls of the fortress. In the end, the fortress was taken, with only Zagaras himself standing alone and wounded on the battlements.
 
::*  '''Warlord Azaldanh''':  (City p.13) A bloodthirsty and highly experienced orc warrior, leads a deadly assembly of about 2,000 orcs from the Feral Mother tribe occupy the Highwall area. These are the city ís cavalry force, and they keep their fierce war boros nearby, making the entire area even more pungent and unpleasant than that of the other tribes.  
 
::*  '''Warlord Azaldanh''':  (City p.13) A bloodthirsty and highly experienced orc warrior, leads a deadly assembly of about 2,000 orcs from the Feral Mother tribe occupy the Highwall area. These are the city ís cavalry force, and they keep their fierce war boros nearby, making the entire area even more pungent and unpleasant than that of the other tribes.  
Line 227: Line 216:
 
::*  '''Head Mother''':  Anugh  
 
::*  '''Head Mother''':  Anugh  
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''My lord Ereach''',  <br> Of all the greater tribes, I know the least about the Frozen Mother orcs. Their warrens are well north of the Black Road, in the western Weal. The tribe is not large in number, no more than 20,000 orcs, but they are amongst the most feared tribe in the north. Their witches have learned how to control the elemental spirits and the weather, using them as weapons. Their warriors are mounted on massive boars known as rime tusks, easily the equal of any cavalry in Erenland. The Frozen Mother tribe has little interaction with their neighboring tribes, focusing on control of the western Weal and protection of a great spire of black ice believed to be the home of their kurusatch udareen. However, as mentioned in my earlier correspondence, I believe that they have some agreement with the Burnt Mother tribe, as their riders can be seen off in the distance as you travel the Black Road. The Frozen Mothers seem to ignore the remnants of the Mother of Bone tribe, and the Black Horned Mother tribe, while strong, is too far to the west to be of concern to them.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
Line 346: Line 334:
  
  
==The Mother Blood Tribe==
+
==The Mother of Blood Tribe==
 
:  '''(Lesser Tribe)'''  
 
:  '''(Lesser Tribe)'''  
 
::*  '''Tribal Lands''':    ???
 
::*  '''Tribal Lands''':    ???
 
::*  '''Warlord ''':    ???
 
::*  '''Warlord ''':    ???
::*  '''Head Mother''':    Baeraga
+
::*  '''Head Mother''':    ???
 
:  '''Notes''':  More than half the 14,000 orcs who occupy '''Highwall''' are from the Mother of Blood Tribe. Orcs from this tribe are most often encountered by travelers near the city, for their primary job is to serve as a mobile defense and security force. More than 14,000 orcs occupy '''Highwall''', divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.  <br>  
 
:  '''Notes''':  More than half the 14,000 orcs who occupy '''Highwall''' are from the Mother of Blood Tribe. Orcs from this tribe are most often encountered by travelers near the city, for their primary job is to serve as a mobile defense and security force. More than 14,000 orcs occupy '''Highwall''', divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.  <br>  
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::*  '''Tribe Warchief Zarbakka''':  female orc barbarian / kurasatch udareen [15].  Their territory sprawls over half of the old scholars district, with an especially large makeshift fortress near the center where the tribe's warchief, Zarbakka, holds court. The Mother of Blood ís ruler, the '''kurasatch udareen Zarbakka''', has actually relocated to Highwall and rules her tribe from there, but the other tribes are under the command of their local warchief or shaman.  
 
::*  '''Tribe Warchief Zarbakka''':  female orc barbarian / kurasatch udareen [15].  Their territory sprawls over half of the old scholars district, with an especially large makeshift fortress near the center where the tribe's warchief, Zarbakka, holds court. The Mother of Blood ís ruler, the '''kurasatch udareen Zarbakka''', has actually relocated to Highwall and rules her tribe from there, but the other tribes are under the command of their local warchief or shaman.  
 
:::*  '''Sardric''':  The other tribes are under the command of their local warchief or shaman. The orc ís name is Sardric. He was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe.
 
:::*  '''Sardric''':  The other tribes are under the command of their local warchief or shaman. The orc ís name is Sardric. He was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe.
::*  '''High Warlord Dzalgha''':  The tribes of Highwall are officially organized into the Fist of Shadow under the command of '''High Warlord Dzalgha''', but each tribe tends to act independently unless they are all called to war together.  
+
::*  '''High Warlord Dzalgha''':  Thetribes of Highwall are officially organized into the Fist of Shadow under the command of '''High Warlord Dzalgha''', but each tribe tends to act independently unless they are all called to war together.  
::*  '''Baeraga''': Mother of Blood Female orc, Chn 8 (Charismatic)/kurasatch udareen 10. The Mother of Blood kurasatch udareen have learned well at their master’s feet, becoming the most powerful priestesses in the frozen north. They guard their secrets jealously and know rituals that are denied even to the Order of the Shadow. The matriarch of the tribe’s kurasatch udareen is a withered crone, Baeraga, who has watched ten generations of wise women grow old and die while she endures. Baeraga is the most powerful servant of the Shadow in the Marchlands. She directly commands over 1,000 Mother of Blood priestesses and can call on the support of hundreds more from allied tribes. With a single word, she can gather the tribe’s warbands and set the north ablaze. While the other great tribes have answered the clarion call of war against the fey, Baeraga has limited her tribe’s contribution to the Night King Jahzir’s army, preferring to strengthen the tribe’s position in the northlands. Baeraga risks the Night King’s wrath but she conspires toward a future free of the dominance of the Night Kings . . . and as of late, she has begun to question the value of even the Order of the Shadow.  (Heart p.49)
 
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
:: '''Tribal Mark/Symbol''':  ???
+
:: '''Tribal Mark/Symbol''':  ???  
 +
 
 +
 
  
==The Mother of Bone Tribe==
+
==Mother Bone Tribe==
 
:  '''(Lesser Tribe)'''  
 
:  '''(Lesser Tribe)'''  
 
::*  '''Tribal Lands''':    ???
 
::*  '''Tribal Lands''':    ???
Line 366: Line 355:
 
::*  '''Head Mother''':    ???
 
::*  '''Head Mother''':    ???
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''Master Ereach''',  <br> The smallest of the north’s Great Tribes is the Mother of Bone. The living number no more than 5,000, but the strength of the tribe is not their living warriors but their dead. The tribe’s witches are masters of necromancy; they’ve raised legions of skeletal warriors from the Drifts of the Dead, an ancient battleground where our God punished them for their disobedience. The tribe pays for their redemption by marching their undead legions south to fight the fey. The tribe and the Drifts of the Dead are given a wide berth by their neighbors. None wish to face warriors, who don’t bleed, feel pain, or fatigue. There is no glory in defeating the dead. Their only ally is the usurper, Sunulael, who has sent his lackeys to study the Drifts and learn from the Mother of Bone witches. Some of Sunuleal’s scum may still be in their warrens, so it is best to move quickly through their territory when one travels on the Black Road.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::*  '''Gorgathan''' Bar/Leg  - '''Grial the Fey Killer's''' chief legate advisor.  Finally, after a decade of service and proving his worth, Gorgathan the warrior legate received his great assignment. He joined the army of the legendary Grial the Fey Killer. When the majority of the Fey Killer's other legates were slaughtered in an ambush by halfling wogren riders, Gorgathan became his chief legate advisor. Unfortunately, Grial neither wants nor needs his help. Gorgathan is more ignored and abandoned now than he ever was back at '''Theros Obsidia''', or even in the great camps of his tribe. At least in those dark places, people cared enough to make him miserable. Grial considers him completely irrelevant. Yet still the dreams come.
 
::*  '''Gorgathan''' Bar/Leg  - '''Grial the Fey Killer's''' chief legate advisor.  Finally, after a decade of service and proving his worth, Gorgathan the warrior legate received his great assignment. He joined the army of the legendary Grial the Fey Killer. When the majority of the Fey Killer's other legates were slaughtered in an ambush by halfling wogren riders, Gorgathan became his chief legate advisor. Unfortunately, Grial neither wants nor needs his help. Gorgathan is more ignored and abandoned now than he ever was back at '''Theros Obsidia''', or even in the great camps of his tribe. At least in those dark places, people cared enough to make him miserable. Grial considers him completely irrelevant. Yet still the dreams come.
Line 427: Line 415:
 
::*  '''Warlord ''':    ???
 
::*  '''Warlord ''':    ???
 
::*  '''Head Mother''':    ???  
 
::*  '''Head Mother''':    ???  
:  '''Notes''':  As Izrador bred the orcs from their original fey ancestors he created many lineages. Some became the ancestral stock of the modern tribes, others became extinct, a few were destroyed, but one lives on as a feral line known as the Motherless Ones. These wild orcs are of an old but uncontrollable lineage. They are savage brutes, even for their kind, and so uncivilized they live only in ephemeral, combative packs. Their numbers are small, and they occupy the most northern regions of the Marches, often living in small nomadic camps and glacial ice caves. They survive by hunting and raiding more southerly orc settlements for weapons and tools they are unable to make themselves. The other tribes have long sought to eradicate the Motherless Ones but have thus far been unsuccessful.
+
:  '''Notes''':   
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
:: '''Tribal Mark/Symbol''':  ???
+
:: '''Tribal Mark/Symbol''':  ???  
  
  
Line 447: Line 435:
  
 
==Razor Spine==
 
==Razor Spine==
[[Image:RazorSpine.gif|frame|Tribal symbol of the Razor Spinie Tribe]]
 
 
:  '''(Lesser Tribe)'''  
 
:  '''(Lesser Tribe)'''  
 
::*  '''Tribal Lands''': Highhorn Mountains
 
::*  '''Tribal Lands''': Highhorn Mountains
Line 472: Line 459:
  
 
==Shunned Mother Tribe==
 
==Shunned Mother Tribe==
[[Image:ShunnedMother.gif|frame|Tribal symbol of the Shunned Mother Tribe]]
 
 
:  '''(Great Tribe)'''  
 
:  '''(Great Tribe)'''  
 
::*  '''Tribal Lands''': Highhorn Mountains
 
::*  '''Tribal Lands''': Highhorn Mountains
Line 504: Line 490:
 
:  '''Notes''':  According to legend, the sword mother orcs are descended from a mighty female champion. She was gifted with a black sword from the Dark God and used it to cleave through her enemies. Her children were taught the discipline of the sword and they used that discipline to build the most cohesive and best led warbands in the north. Through superior tactics and better organization, the Sword Mother orcs dominated the neighboring tribes. When the Shadow needed generals and highly disciplined troops, it turned to the Sword Mother tribe. Their martial skills have only been honed by the fighting of the last one hundred years.  
 
:  '''Notes''':  According to legend, the sword mother orcs are descended from a mighty female champion. She was gifted with a black sword from the Dark God and used it to cleave through her enemies. Her children were taught the discipline of the sword and they used that discipline to build the most cohesive and best led warbands in the north. Through superior tactics and better organization, the Sword Mother orcs dominated the neighboring tribes. When the Shadow needed generals and highly disciplined troops, it turned to the Sword Mother tribe. Their martial skills have only been honed by the fighting of the last one hundred years.  
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
::*  '''Grial the Fey Killer''':  is believed to be of the Sword Mother tribe. Grial the Fey Killer earned his name during his youth. Now, as the commander of the war against Erethor, he spends most of his time engaged in bloodless logistics and strategic planning. His ability to measure the repercussions of these two subjects, almost unimagined by most orcish warriors, borders on prophesy: prophesies the human army commanders have learned to heed, least disaster befall them.
+
::*  '''Grial the Fey Killer''':  is a Sword Mother orc.  
 
::  '''Physical description''': The Sword Mother orcs are easily identifiable by their bearing, organization, and the way they keep their clothes and weapons (normally immaculate). Sword Mother orcs stand erect and move with purpose, not wasting any movement.  
 
::  '''Physical description''': The Sword Mother orcs are easily identifiable by their bearing, organization, and the way they keep their clothes and weapons (normally immaculate). Sword Mother orcs stand erect and move with purpose, not wasting any movement.  
 
:: '''Tribal Mark/Symbol''':  ???  
 
:: '''Tribal Mark/Symbol''':  ???  
Line 527: Line 513:
 
::*  '''Warlord ''':    ???
 
::*  '''Warlord ''':    ???
 
::*  '''Head Mother''':    ???
 
::*  '''Head Mother''':    ???
:  '''Notes''':  There are a wise few among the orcs who realize that their entire race is only an expendable weapon in Izrador’s war. They know that as soon as he has beaten the fey and won Eredane that he will no longer have need of the orcs, and that in the end he will surely sacrifice them to his unholy intent as well. Those who believe this have become known as the Followers of the White Mother. This secretive brotherhood does not gather, preach, or organize, for that would be suicide. Instead it carefully passes on its dread message one recruit at a time, hoping to spread a new consciousness, and a growing resistance, among the tribes. <br> Followers of the White Mother The orcs are a fanatical, magically bred race, born to serve Izrador. Even the Shadow is not omnipotent, however. Among the orcs there is a small group of zealots known as the '''Followers of the White Mother'''. No one knows where or how they started, but the group consists of silent dissidents who believe that the orcs are only slaves to Izrador's will and not his Chosen Ones at all. They believe that in the end, when they are no longer needed, Izrador will turn on the orcs as well, sacrificing the race to his dark purpose. The Followers are secretive, and perforce never gather or speak openly about their beliefs.They spread their ideas one carefully chosen recruit at a time, from tribe to tribe and from warband to warband. Though there are very few of these dissidents, there are rumors that small groups of them have broken with their kind and hide out in northern Erethor and the Kaladruns, forced to evade both their own people and the elves and dwarves as well. Their eventual goal of freedom for the orc nation seems as hopeless as the end of Izradorís reign.  <br> Some '''Durgis''' settlements are rumored to have taken in orcs that belong to a secret, persecuted sect, known as the Followers of the White Mother, that opposes the reign of Izrador.  
+
:  '''Notes''':  Followers of the White Mother The orcs are a fanatical, magically bred race, born to serve Izrador. Even the Shadow is not omnipotent, however. Among the orcs there is a small group of zealots known as the '''Followers of the White Mother'''. No one knows where or how they started, but the group consists of silent dissidents who believe that the orcs are only slaves to Izrador's will and not his Chosen Ones at all. They believe that in the end, when they are no longer needed, Izrador will turn on the orcs as well, sacrificing the race to his dark purpose. The Followers are secretive, and perforce never gather or speak openly about their beliefs.They spread their ideas one carefully chosen recruit at a time, from tribe to tribe and from warband to warband. Though there are very few of these dissidents, there are rumors that small groups of them have broken with their kind and hide out in northern Erethor and the Kaladruns, forced to evade both their own people and the elves and dwarves as well. Their eventual goal of freedom for the orc nation seems as hopeless as the end of Izradorís reign.  <br> Some '''Durgis''' settlements are rumored to have taken in orcs that belong to a secret, persecuted sect, known as the Followers of the White Mother, that opposes the reign of Izrador.  
 
===<font color=red>The Story of the White Mother Sect</font>===  
 
===<font color=red>The Story of the White Mother Sect</font>===  
::  '''Notes''':  A long time ago, there was an orc tribe deep in the North. Legends say they were Izrador's best servitors, the most vicious and cruel, led by implacable kusaratch udareen. Yet they never received a word of praise for their actions; worse, too often did the Order of Shadow take for his own their achievements. <br> By the end of the Second Age, '''Grormarg''', the kusarach udareen of the tribe, was in open conflict with the legates because of the high competition for power between the Dark God's minions. When the Last Battle of the Second Age ended, the White Mother Tribe had successfully defeated one of the Dragons that had come from the South to oppose their northern brethren who had been seduced by the Shadow. '''Klirxci''' was only mortally wounded, though. Cut from their supply lines because of the aftermath of this hard fought battle, the tribe had not eaten anything for weeks. This large amount of flesh was a great boon for them. But '''Ikar the Legate''', one of the few surviving humans, forbid the orcs to eat such meat, for Izrador had forbidden it. Grormarg was upset: surely Izrador would not let perish such brave combatants who had served him so well? And she decapitated Ikar with her vardatch. <br> That night, all the tribe dined of dragon meat, and Grormarg ate the dragon's heart. Then she dreamt and saw the future. She saw the orcs invading all of Eredane. She saw the dwarves bathing in their blood and the elves savagely tortured. She saw the humans enslaved and collaborating with the Legates.<br> And she saw that Izrador would destroy his creatures when he would have conquered the world and would not need any more fighters. <br> She saw the dark mirrors finally draining the world's magical energies but eventually this would not grant Izrador enough energy to tear the Veil. Instead, the Dark God would use this energy, not for his Ascension, but to absorb the land's life energy, killing all living creatures in the process. Only then would the Shadow be strong enough to break the Veil. <br> And she saw Izrador ascending to Heaven from a cracked and deserted, lifeless world. <br> When she woke up, she knew with absolute certitude that her vision was true. Klirxci was reputed for her prophecies, and this was obviously an unexpected gift from the dead dragon to its slayers.<br> She then gathered her closest followers and told them her dream. Those who denied it were quietly later assassinated. And those who saw her wisdom were gifted with an injection of the dragon's blood, and gained its clairvoyance. They secretly killed all other members of the tribe in their sleep. The White Mother Tribe was no more. The White Mother Sect was born, and no one knew it. <br>
+
::  '''Notes''':  A long time ago, there was an orc tribe deep in the North. Legends say they were Izrador's best servitors, the most vicious and cruel, led by implacable kusaratch udareen. Yet they never received a word of praise for their actions; worse, too often did the Order of Shadow take for his own their achievements. <br> By the end of the Second Age, '''Grormarg''', the kusarach udareen of the tribe, was in open conflict with the legates because of the high competition for power between the Dark God's minions. When the Last Battle of the Second Age ended, the White Mother Tribe had successfully defeated one of the Dragons that had come from the South to oppose their northern brethren who had been seduced by the Shadow. '''Klirxci''' was only mortally wounded, though. Cut from their supply lines because of the aftermath of this hard fought battle, the tribe had not eaten anything for weeks. This large amount of flesh was a great boon for them. But '''Ikar the Legate''', one of the few surviving humans, forbid the orcs to eat such meat, for Izrador had forbidden it. Grormarg was upset: surely Izrador would not let perish such brave combatants who had served him so well? And she decapitated Ikar with her vardatch. <br> That night, all the tribe dined of dragon meat, and Grormarg ate the dragon's heart. Then she dreamt and saw the future. She saw the orcs invading all of Eredane. She saw the dwarves bathing in their blood and the elves savagely tortured. She saw the humans enslaved and collaborating with the Legates.<br> And she saw that Izrador would destroy his creatures when he would have conquered the world and would not need any more fighters. <br> She saw the dark mirrors finally draining the world's magical energies but eventually this would not grant Izrador enough energy to tear the Veil. Instead, the Dark God would use this energy, not for his Ascension, but to absorb the land's life energy, killing all living creatures in the process. Only then would the Shadow be strong enough to break the Veil. <br> And she saw Izrador ascending to Heaven from a cracked and deserted, lifeless world. <br> When she woke up, she knew with absolute certitude that her vision was true. Klirxci was reputed for her prophecies, and this was obviously an unexpected gift from the dead dragon to its slayers.<br> She then gathered her closest followers and told them her dream. Those who denied it were quietly later assassinated. And those who saw her wisdom were gifted with an injection of the dragon's blood, and gained its clairvoyance. They secretly killed all other members of the tribe in their sleep. The White Mother Tribe was no more. The White Mother Sect was born, and no one knew it.
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
::*  '''Jaadrung''':  Jaadrung of the '''Feral Mother Tribe''' is a rare orc—a battle-scarred, old soldier who did not die fighting but is now simply too old to wage war. Instead he serves the Shadow by drilling young recruits in the training camp at the '''Wounded Mother''' warren of '''Kurobund in the south central Vale'''. He is also one of the oldest followers of the White Mother and as such uses his position to plant the seeds of dissent in the minds of the young soldiers he trains. He knows he plays a deadly game but believes he finally serves a purpose greater than his own life. Besides, he figures he has already lived well beyond his time.
 
 
::*  '''Sardric''':  He was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe. Sardric is still an orc, filled with his kindís inherent rage and hatred. But he also believes the teachings of the White Mother are right, and has turned that hatred against Izrador.
 
::*  '''Sardric''':  He was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe. Sardric is still an orc, filled with his kindís inherent rage and hatred. But he also believes the teachings of the White Mother are right, and has turned that hatred against Izrador.
 
::*  '''Grormarg''':  Second Age kusarach udareen of the tribe
 
::*  '''Grormarg''':  Second Age kusarach udareen of the tribe
Line 553: Line 538:
  
 
==Wounded Mother==
 
==Wounded Mother==
[[Image:WoundedMother.gif|frame|Tribal symbol of the Wounded Mother Tribe]]
 
 
:  '''(Great Tribe)'''  
 
:  '''(Great Tribe)'''  
 
::*  '''Tribal Lands''': Cold Downs   
 
::*  '''Tribal Lands''': Cold Downs   
Line 559: Line 543:
 
::*  '''Head Mother''':  Tuagha
 
::*  '''Head Mother''':  Tuagha
 
:  '''Notes''':   
 
:  '''Notes''':   
:::<font color=darkred>'''''Master Ereach''',  <br> The Wounded Mother orcs control the western edge of the Cold Downs, and are every year spreading farther into land that once belonged to the Old Kings of the Dorns. Several of the tribe’s warbands patrol north and east of Steel Hill, attempting gain renown by hunting down the scattered and largely ineffectual resistance. The tribe is slowly migrating south as warrens are built in the ruins of Dornish villages and towns. In twenty years, I imagine, there’ll be no Wounded Mother warrens left in the Downs. Once again, I can only guess at the size of the tribe, possibly 30,000–40,000 orcs. The tribe plays only a minor part in the power struggles in the Frozen North. Their isolated position and slow movement south into Dornish lands limit their influence. At best, they are surrogates of the Black Horned Mothers. They are more likely to move against the minor tribes in the former territory of House Fallon or Redgard and, if victorious, to then move west against the Shunned Mothers.''</font>
 
 
:  '''Noted Tribesmen''':   
 
:  '''Noted Tribesmen''':   
 
::  '''Physical Description''':  ???
 
::  '''Physical Description''':  ???
Line 598: Line 581:
 
::*  '''Gorgathan''' of the Bone Mother Tribe
 
::*  '''Gorgathan''' of the Bone Mother Tribe
 
::*  '''Grial the Fey Killer'''
 
::*  '''Grial the Fey Killer'''
::*  '''Shaelgruf One-Arm''':  Shaelgruf commands the forces around '''Alvedara'''. His huge size and vicious fighting style make up for him losing an arm in his first live engagement. The soldiers in his command worship him as a living incarnation of war and tell tales to one another of his numerous exploits.
+
::*  '''Shaelgruf One-Arm'''
 
 
 
 
 
 
 
 
 
 
 
 
=ORC PLACES OF NOTE=
 
==Gasterfang==
 
Gasterfang, known also as the Black Warren, is the largest orc settlement in the Marches. It is one of the oldest orc warrens and occupies the ruins of what was once a great fortress city of the elthedar. Though even the kurasatch udareen have forgotten the tale, the ancient city was built in the Time of Years by the fey ancestors of the dwarves, the banished clans Izrador corrupted to spawn the orc kin. <br> Gasterfang squats atop a series of natural terraces on the southeastern verge of the Vale of Tears. It commands a dominating view of the lowland, watching over distant leagues of shattered stone and ash-laden sky. Once a formidable place constructed of crudely worked basalt, the thick walls, sturdy buildings, and stout watchtowers have mostly fallen to ruin, wracked by countless quakes and ages of neglect. Most of the surface structures are half-collapsed and unsound. Those that remain are unoccupied or used only to shelter slaves and livestock. Most of the population instead lives in the massive underground warren beneath the ruins, consisting of the numerous basements, subterranean halls, and catacombs excavated by the original builders, and the many tunnels, pits, crawl-ways, and other cramped spaces dug by countless generations of Blood Mother orcs. Gasterfang is home to over 25,000 members of the Blood Mother Tribe, and another 100,000 orcs of various lineages live within two days march of the city. The kurasatch udareen are numerous and powerful there, and many Wounded Mother acolytes live and train in the Black Warren as well.  <br> Most significantly, Gasterfang is home to the oldest (and arguably most powerful) black mirror in Eredane. Known as the Eye of Izrador, this grand mirror was first consecrated at the end of the First Age and therefore holds a unique place in the rites of the Order of Shadow. The Eye has been drawing magical energy from the region for so long that its both radius and its effects at each radius are double that of a normal grand mirror.
 
 
 
==Highwall==
 
More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.
 
 
 
 
 
 
 
==ORC NOTEWORTHY NAMES==
 
[[Midnight Names By Race]]:  See here for Orc and Goblinkind name ideas.
 
::*  '''Lashnak the Nettle''':  an aging female orc, no longer suited to the battle fields, but with extensive knowledge of plants and alchemy, specifically poisons. Favored weapon; cat o' nine-tails.
 
::*  '''Pol and Kol''':  conjoined twins. Born in a northern outpost, Pol and Kol were born with one body, but two heads. The duo are surprisingly coordinated and intelligent despite their sometimes differing opinions.  How they were allowed to live is something of a mystery. (Fill in your own. A mother's love (hahaha), the fact that they were bodily sound and healthy... etc.)
 
::*  '''Daruk the Shark''':  Daruk did not fare well in the frozen northern expanses, with his leaner frame, and so was sent south to hunt the elves along the southern shores. Swift in the water, and merciless, he became known as the Shadow's Shark.
 
::*  '''Arguk Impaler''': an orc commander who wields an old and ornate dornish spear in combat, he is known to enjoy melee fights with anyone stupid enough to cross his path and fights only to the death, many opponents and fellow orcs have met their fate on the end of his spear. Utterly loyal to Izrador Arguk serves under Sunulael in the coming offensive for Three Oaks.
 
::*  '''Jarsk & Krask Twins''':  These two twins are slender and short for orcs, each scarred in a single side, have always been bullied when younger and suffered immensely, by the time they left the warrens, though, they had already shown the strength of team work, each wields a single longsword (in opposed arms) and make use of dexterity and tactics instead of brutality and intimidation. They have since then served in Steel Hill and recently were sent to the Gamaril's Delta to serve under Belark the Blackheart, they are loyal to him and have been the only real threat to those seeking to dispose of the incompetent commander. Unknown to most the twins are sealing deal with Menethas, who they see as more capable of pursuing Izrador's goals on the area, and whose power over demosn they both fear and admire.
 
::*  '''Togruk Weakeater''':  The captain of a halfling slave-village (or other camp in Erenland), Weakeater is an orc of average height with a shaven head, who carries a little more fat than most of his race. He wears heavy steel pauldrons (shoulder plates) with a number of halfling skulls riveted to them, a testament to his taste for the sweet meat of dunni. He prefers to use his wogren-hide whip or a club to mete out punishments, and his vardatch is usually back in his quarters.
 
::*  '''Skorth the Red Stone Painter''':  A wild-haired orc sergeant with a wide mouth and especially jagged fangs and tusks he takes pride in, Skorth got his 'title' from his favourite means of execution. After killing the warriors of any band of dwarves he and his troops encounter, he takes any crippled, injured, infant or geriatric survivors and hurls them off the nearest cliff, letting their blood splatter the stones.
 
::*  '''Heknar''':  is perhaps a symbol of what the oruk leaders were not intended to be. He is obese, violent and nigh-insane. From the throne room of Kardoling Keep he shouts orders to existing and imaginary forces alike; he is paranoid and has eaten several of his orcish lieutenants after unfounded accusations of treachery. His paranoia is not without reason however, as many of the senior orcs are beginning to loathe him.
 
::*  '''Cpt Varek Bane of Fey''': 
 
::*  '''Lord Kalach The Bonebreaker''': 
 
::*  '''Urlak The Nightserpent''': 
 
::*  '''Heknar the mad''': 
 
 
 
 
 
  
=Orc Troop Stats=
 
''(Created by "Doomed Hero" from the Against the Shadows message board in his "[http://www.againsttheshadow.org/index.php?topic=1047.0 Organization]" thread)''
 
  
  
 
==Izrador's Possessions==
 
==Izrador's Possessions==
 
Izrador is also rumored to be able to posses any of his faithful but particularly his priesthood the legates and the sisters of the kurasatch udareen. In truth, his foul possession is too much for even the most corrupt soul to bear, and any host would surely die or go insane within moments of the possession. Were the vessel to somehow survive, Izradorís aspect would quickly subsume that of his chosen avatar. Even through a mask of flesh, any that look upon him soon must see the Shadow for what he is. Why he does not do so, whether or not he is at all vulnerable when possessing one of his servants, and how much of his power it takes to do so, are all unknown. It might be too much to hope for to say that possessing one of his minions is beyond his power; it is more likely that he simply has not had the need to do so and that, if he ever has, none who witnessed the event survived.
 
Izrador is also rumored to be able to posses any of his faithful but particularly his priesthood the legates and the sisters of the kurasatch udareen. In truth, his foul possession is too much for even the most corrupt soul to bear, and any host would surely die or go insane within moments of the possession. Were the vessel to somehow survive, Izradorís aspect would quickly subsume that of his chosen avatar. Even through a mask of flesh, any that look upon him soon must see the Shadow for what he is. Why he does not do so, whether or not he is at all vulnerable when possessing one of his servants, and how much of his power it takes to do so, are all unknown. It might be too much to hope for to say that possessing one of his minions is beyond his power; it is more likely that he simply has not had the need to do so and that, if he ever has, none who witnessed the event survived.
 
 
 
==Sendings of the Shadow==
 
The endless dreams come early to all orcish children, usually after their sixth birthday. Male orcs turn to what they know when the night-terrors begin. They lash out with tooth and claw, seeking to escape the pain and fear in violence. Older children copy the overseers’ ritual dances and drumming, clumsily at first, then with growing skill and flare. On the march south they may learn more dances, more rhythms, more languages, and more ways to kill. These rituals all have one topic, one metaphor, one goal: to inspire hate. <br> When an orc male catches his first sight of a human or fey all of Izrador’s visions, all of the rituals and drum-beats, come rushing back in a black tide of rage and hate. Only when the last foe falls do they regain control. That fear and rage never fade, though some orcs learn to temper it. Most revel in it as, for a few moments, they share something pure with their brothers. <br> Female orcs suffer under the same dreams as their male kin. Like the males, they turn to what they know. Fortunately, their training includes indoctrination into the orcish cult of the Shadow. This leads them to the priestesses, who sooth young girls by explaining the meaning behind each glimpse into the dark god’s mind. Older girls must speak to their tribe’s head kurasatch udareen upon receiving a vision. The high priestess interprets the vision for them, telling the child a part of the truth. Older women, fully in their caste, may pray directly to Izrador for guidance or revelation.
 
  
  
Line 662: Line 607:
  
  
===Orc-ganizational Breakdown===
 
:  Its established in 'canon' that an "Orc FIST" is 23 orc. On p.389 of the Core...
 
:::  '''Orc Fist''': 20 orc recruits, 2 orc troopers, 1orc elite
 
  
  
:  Organizational Breakdown from smallest standard group-type to largest. The level listed next to the leader of each group is their title and their minimum level. Leaders 1 or 2 levels higher are known to exist.
+
=ORC PLACES OF NOTE=
::*  '''Fist'''  . 4 infantry (1st level). 1 Fist Leader (2nd level) (5 total)
+
==Gasterfang==
::*  '''Squad'''  2 Fists, 1 Squad Leader (3rd level) (11 total)
+
Gasterfang, known also as the Black Warren, is the largest orc settlement in the Marches. It is one of the oldest orc warrens and occupies the ruins of what was once a great fortress city of the elthedar. Though even the kurasatch udareen have forgotten the tale, the ancient city was built in the Time of Years by the fey ancestors of the dwarves, the banished clans Izrador corrupted to spawn the orc kin. <br> Gasterfang squats atop a series of natural terraces on the southeastern verge of the Vale of Tears. It commands a dominating view of the lowland, watching over distant leagues of shattered stone and ash-laden sky. Once a formidable place constructed of crudely worked basalt, the thick walls, sturdy buildings, and stout watchtowers have mostly fallen to ruin, wracked by countless quakes and ages of neglect. Most of the surface structures are half-collapsed and unsound. Those that remain are unoccupied or used only to shelter slaves and livestock. Most of the population instead lives in the massive underground warren beneath the ruins, consisting of the numerous basements, subterranean halls, and catacombs excavated by the original builders, and the many tunnels, pits, crawl-ways, and other cramped spaces dug by countless generations of Blood Mother orcs. Gasterfang is home to over 25,000 members of the Blood Mother Tribe, and another 100,000 orcs of various lineages live within two days march of the city. The kurasatch udareen are numerous and powerful there, and many Wounded Mother acolytes live and train in the Black Warren as well<br> Most significantly, Gasterfang is home to the oldest (and arguably most powerful) black mirror in Eredane. Known as the Eye of Izrador, this grand mirror was first consecrated at the end of the First Age and therefore holds a unique place in the rites of the Order of Shadow. The Eye has been drawing magical energy from the region for so long that its both radius and its effects at each radius are double that of a normal grand mirror.
::*  '''Company'''  4 Squads, 1 Lieutenant (6th level) (45 total)
 
::*  '''Force'''  4 Companies, 1 Captain (9th level) (181 total)
 
::*  '''Warband'''  4 Forces, 1 Warmaster (12th level) (725 total)
 
::*  '''Horde'''  4 Warbands, 1 Commander (15th level) (2901 total)
 
::*  '''Legion'''  4 Hordes, 1 Overlord (17th level) (11,605 total)
 
::*  '''Army'''  4 Legions, 1 General (19th level) (46,421 total)
 
 
 
 
 
 
 
 
 
===quick reference stat blocks===
 
 
 
====Basic Infantry====
 
:  Orc Fighter 1
 
:  HP:12  AC:17 (chain+shield)
 
:  M.Atk: +6  Dmg: D12+4 (Vardatch)
 
:  R.Atk: +1  Dmg: D8 Range: 100' (Longbow)
 
:  Move:20 F:+4 R:+0 W:+0
 
:  Wpn. Focus Vardatch
 
:  Power Attack
 
 
 
====Light Infantry====
 
:  stats in parenthesis are adjusted for Rage
 
:  Orc Barbarian 1
 
:  HP:12 (14)  AC:16 (14) (chain shirt+shield)
 
:  M.Atk:+5 (+7)  Dmg: D12+4 (+6) (Vardatch)
 
:  R.Atk:+2  Dmg: D6+4 (+6) Range: 30' (Javelin)
 
:  Move:40  F:+4 R:+0 W:+0 (+2)
 
:  Extended Rage (11 rounds)
 
 
 
====Heavy Infantry====
 
:  Orc Fighter 1
 
:  HP:12  AC:20 (splint mail+tower shield)
 
:  M.Atk: +4  Dmg: D12+4 (Vardatch)
 
:  R.Atk: +1  Dmg: D8+4 (Javelin)
 
:  Move:20  F:+4 R:+0 W:+0
 
:  Wpn. Focus Vardatch
 
:  Power Attack
 
 
 
==Fist Leaders==
 
 
 
====Blade Breaker====
 
:  Orc Fighter 2
 
:  HP:20  AC:17 (chain+shield)
 
:  M.Atk: +7  Dmg: D12+5 (vardatch)
 
:  R.Atk: +2  Dmg: D8 Range: 100' (longbow)
 
:  Move: 20  F:+5 R:+1 W:+0
 
:  Power Attack
 
:  Improved Sunder
 
:  Block Arrows (like monk ability, only with shield)
 
 
 
====Dead Eye====
 
:  Orc Fighter 2
 
:  HP:20  AC:16 (S.Leather+Dex)
 
:  M.Atk: +6  Dmg: d12+4 (vardatch)
 
:  R.Atk: +6  Dmg: d8+4 Range: 120' (composite longbow)
 
:  Move:30  F:+5 R:+3 W:+0
 
:  Weapon Focus- Longbow
 
:  Point Blank Shot (add +1 atk for close range)
 
:  Precise Shot
 
 
 
====Relentless ====
 
:  Orc Fighter 1/Barbarian 1 (stats in parenthesis are adjusted for Rage)
 
:  HP:23 (27)  AC:14 (12) (chain shirt)
 
:  M.Atk: +7 (+9)  Dmg: 2d8+7 (+10) (Greater Vardatch)
 
:  R.Atk: +2 Dmg: d6+5 (+7) Range: 30'
 
:  Move: 40  F:+7 R:+0 W:+0
 
:  Endurance
 
:  Rage x1
 
:  Die Hard
 
:  Extended Rage (11 rounds)
 
 
 
====Blade Warden Initiate====
 
:  Orc Fighter 2
 
:  HP:20  AC:19 (breast plate+ 2-w defense)
 
:  M.Atk: +6 (+4/+4)  Dmg: d12+4
 
:  R.Atk: +2 Dmg: d6+4 Range: 30' (javelin)
 
:  Move: 20 F:+5 R:+1 W:+0
 
:  2 weapon fighting
 
:  oversize 2 weapon fighting
 
:  2 weapon defense
 
 
 
====Grey Hand Initiate====
 
:  Orc Legate 2
 
:  HP:17  AC:18 (splint mail+shield)
 
:  M.Atk: +5  Dmg: d12+4
 
:  R.Atk: +2 Dmg: d10 Range: 80' (heavy crossbow)
 
:  Move: 20 F:+5 R:+0 W:+5
 
:  0th level spells x4
 
:  1st level spells x3+1 Death and War domains)
 
:  (Liberal use of Cause Fear and Cure Light, Blesses before combat if possible)
 
:  Rebuke Undead x3
 
:  Sacred Vengeance (complete divine)
 
 
 
 
 
==Supplement Troops==
 
 
 
====Piker====
 
:  Orc Fighter 3
 
:  HP:29  AC: 17 (Chain+Dex)
 
:  M.Atk: +7  Dmg: d10+6 (Pike, 10' reach)
 
:  Move: 20  F:+5 R:+3 W:+1
 
:  Combat Reflexes (+2 Dex bonus)
 
:  Combat Expertise
 
:  Improved Trip (hooked pike grants +2 bonus)
 
:  Knockdown (10+ damage dealt= free trip check)
 
:  (Trained to go Full Defensive while being engaged, letting squad mates attack from reach)
 
 
 
====Shield Bearer====
 
:  Orc Fighter 2
 
:  HP:22  AC: 19 (alone) 24 or 29 (from feats and equipment bonuses) (1/2 Plate+ Shield)
 
:  M.Atk: +5  Dmg: d12+4 (Vardatch)
 
:  Move: 20  F:+5 R:+1 W:+0
 
:  Phalanx Fighting (complete warrior)
 
:  Combat Expertise
 
:  Flanker (miniatures handbook. Flank from squares you threaten instead of the one you're in)
 
:  (Interlocking shield. +1 AC while fighting adjacent to another character w/ and interlocking shield)
 
 
 
 
 
==Orcish Chariot Team ==
 
:  (Not much use against the elves and dwarves, but was used extensively against the sarcosans and halflings.)
 
 
 
====Driver====
 
:  Orc fighter 2
 
:  HP:20  AC:19 (Banded Mail+Shield)
 
:  M.Atk: +6  Dmg: d12+4 (vardatch)
 
:  R.Atk: +4  Dmg: d6+4 Range: 30' (Javelin)
 
:  Move: 20 (dismounted) F:+5 R:+2 W:+0
 
:  Mounted Combat
 
:  Ride-by-Attack
 
:  Trample
 
:  Ride+9 (+2 equipment bonus)
 
:  Special Equipment: Chariot. 10x10 vehicle. Driver counts as mounted. +5 to Ride check DC's. +2d6 trample damage. Bladed Wheels- If chariot passes adjacent to a creature in any round that the chariot moves more than 80 feet, that creature must make a DC 15 Reflex save or take 3d6 damage. Chariot is made of steel and wood, has a hardness of 10 and 25HP. If a chariot is destroyed, all riders take Falling damage equal to the amount of distance covered by the chariot's last movement.  
 
:  Whenever the Driver makes a Ride check, riders that are not the driver must make a Balance check (at the same DC). Failure means a -2 to all actions for one round. Failure by 10 or more means the rider has been thrown.
 
 
 
====Chariot Archer====
 
:  Orc fighter 1
 
:  HP:12  AC: 17 (chain+buckler+dex)
 
:  M.Atk:+5  Dmg: d12+4 (vardatch)
 
:  R.Atk:+4  Dmg: D6+3  Range: 70' (composite short bow)
 
:  Move: 20' (when dismounted) F:+4 R:+3 W:+0
 
:  Point Blank Shot
 
:  Precise Shot
 
:  Balance +7 (+2 equipment bonus, anchor lines)
 
:  Special Equipment: Harpoon Arrows- These unwieldy metal arrows halve the range increment of the bow that fires them. They also incur an additional -2 attack penalty. Should they deal damage, they allow the bowman to make a special Grapple check as a free action. They are attached to long ropes (usually 50') which are often anchored to a moving object. (see Drag rules listed below.) Rope, has a hardness of 0 and 2 HP. These arrows are designed to bend but not break, and as such, if they ever deal damage they must be repaired before they can be used again (assuming they are recovered).
 
 
 
====Lancers (x2)====
 
:  Orc fighter 1
 
:  HP:12  AC:17 (chain+shield)
 
:  M.Atk:+5  Dmg: d8+6 (lance, 10'reach)
 
:  R.Atk:+1  Dmg: d6+4  Range: 30' (Javelin)
 
:  Move:20' (dismounted)  F:+4 R:+0 W:+0
 
:  Mounted Combat
 
:  Spirited Charge
 
:  Balance +6 (+2 equipment bonus, anchor lines)
 
:  Special Equipment: Hooked Lance- When using the Ride-by-Attack feat, this wicked spear allows a successful attack to initiate a special Grapple check as a free action. Should the attacker win, they are able do drag the defender along the ground behind their mount. A person being dragged takes 1d6 damage per 20', provokes attacks of opportunity while passing through enemy threat ranges and is Prone (even though they are moving). Any successful grapple check or Escape Artist check by the victim will free them, leaving them prone 1d20' behind the mounted lancer. This maneuver may only be used against a creature of the characters Size or smaller. While dragging an opponent, a character is considered grappled despite the distance between them.
 
 
 
===War Boro===
 
:  See Heart of Shadow (didn't want to post it for copyright reasons)
 
 
 
 
 
===Spider Rider===
 
:  Primarily used on the Elven front, where standard Cavalry is useless.
 
 
 
====Orc fighter 2/Rogue 1====
 
:  HP:26  AC:19 (banded mail+shield)
 
:  M.Atk:+5  Dmg:d8+4+poison (lance)
 
:  R.Atk:+4  Dmg:entangle  Range:10' (net)
 
:  Move:20 (dismounted)  F:+5 R:+4 W:+0
 
:  1d6 Sneak Attack
 
:  Mounted Combat
 
:  Ride-by-Attack
 
:  Exotic W.P.: Net
 
:  Ride +10 (+2 equipment bonus, saddle)
 
:  Hide+12 (+4 equipment bonus)
 
:  Handle Animal +7
 
:  Poison: DC16, primary and secondary damage= d6 Str.
 
:  Special equipment: Saddle- Allows rider to stay mounted even when upside-down. Grants +2 bonus to Ride checks.
 
:  Special Equipment: Camouflage uniform. +4 bonus to Hide checks in forested regions.
 
 
 
====Large Monstrous Wolf Spider====
 
:  HP:22  AC:16 (leather barding) (adjusted by Mounted Combat)
 
:  M.Atk:+4  Dmg: D8+3+poison
 
:  Move:40/30 (climb)  F:+5 R:+4 W:+1
 
:  Hide +7, Climb +11
 
:  Tremor Sense 60' (or within contact with Web)
 
:  Poison: DC16, primary and secondary damage= d6 Str.
 
:  Spin Web (See Monstrous Manual http://www.d20srd.org/srd/monsters/monstrousSpider.htm)
 
:  +30 racial modifier on Jump checks, unaffected by normal hight maximums.
 
:  Skill Mastery: Climb
 
:  Aggressive: +5 to the DC of all Ride checks.
 
 
 
 
 
==Higher level commander==
 
:  This is the Generic version. The concept can be used with more unique characters pretty easily. The best way of using these guys is by establishing that a friend of someone in teh party was captured or went missing, and then later reveal that they have been enslaved by the Hand of Tyranny. Makes for a gut-wrenching encounter once the PC's figure out how the Collars work.
 
 
 
===Hand of Tyranny===
 
 
 
====Erenlander Fighter 9====
 
:  HP:88  AC: 13 (dex)
 
:  M.Atk: +14/+9  Dmg: D8+4 (longsword)
 
:  2nd M.Atk: +13/+8  Dmg: D4 subdual 15' (whip)
 
:  Full Atk: +12 (longsword)/ +11(whip)/ +7 (longsword)/ +6 (whip)
 
:  Move:30 F:+8 R:+6 W:+4
 
:  Exotic Wpn: Whip
 
:  Wpn. Focus: Longsword
 
:  Greater Wpn. Focus: Longsword
 
:  Wpn Spec. Longsword
 
:  Combat Reflexes (3 bonus attacks of Op.)
 
:  2-wpn fighting
 
:  Improved 2-wpn fighting
 
:  Combat Expertise
 
:  Improved Disarm
 
:  Improved Trip
 
:  Daunting Presence
 
:  Special Equipment: Masterwork Longsword, Masterwork Whip, Rings of the Master (See Pain Bonded Guardian for description)
 
 
 
 
 
====Painbonded Guardian====
 
 
 
:  Dorn Fighter 3
 
:  HP: 36  AC: 15 (Shield+Dex )
 
:  M.Atk: +4  Dmg: D4+1 (shield)
 
:  Move:30 F:+7 R:+4 W:+0
 
:  Improved Toughness
 
:  Endurance
 
:  Diehard
 
:  Improved Shieldbash
 
:  Shieldmate
 
:  Special Equipment: Collar of the Bound (Worn around the neck, each one of these Collars comes with a matching ring. This collar acts as a Ring of Friend Shield, except that it is continuous in effect, only transfers damage to the character wearing the Collar and it is unable to be removed without first casting Remove Curse. These collars are often welded closed to further prevent removal. Should the character wearing the Ring of the Master die, the character wearing the Collar also immediately dies. Rings of the Master do not take up magic item slots, but must be worn on the hand, which means an individual character can wear as many as 10 of these rings. Should a character wearing multiple Rings of the Master take damage, the damage is divided evenly between the Master and each character wearing a Collar. A character wearing a Collar who moves more than 30 feet from the character wearing their Ring is wracked with pain, takes one point of subdual damage a round and must succeed in a DC 20 Will save every round or attempt to go back to their Master. Putting a Collar on a creature takes 10 minutes and can only be put on a creature while it is willing or helpless.)
 
 
 
:  Painbonded Guardians often have only their shields to cover themselves, denied even simple clothing by their cruel masters. Typically Painbonded Guardians are chosen from the most attractive and hardy slave and prisoner stock. Dorns are preferred for their tolerance of the cold.
 
 
 
 
 
===Blade Warden===
 
 
 
====Orc Fighter 6====
 
:  HP:54  AC: 19  (Breaastplate+weapons+dex)
 
:  M.Atk: +13/+8  Dmg: D12+7 (Masterwork Vardach)
 
:  Full Atk: +11/+11/+3/+3
 
:  Move: 20 F:+7 R:+5 W:+2
 
:  2-Weapon Fighting
 
:  Improved 2-Weapon Fighting
 
:  Weapon Focus Vardatch
 
:  Weapon Spec. Vardatch
 
:  Oversize 2-Weapon Fighting
 
:  2 Weapon Defense
 
:  2 Weapon Pounce (from the Players Handbook 2)
 
:  Special Equipment: Two Masterwork Vardatchs, with a length of chain connected to the pommel running to a bracer or band around the upper arm.  Provides a +10 bonus to resist being disarmed.
 
 
 
 
 
===Reckless Ravager===
 
 
 
====Orc Fighter 4/ Barbarian1/Wildlander1====
 
:  HP:54 (66)  AC: 15 (13)  (Leather+dex)
 
:  M.Atk: +12/+7 (+14/+9)  Dmg: 2d8+7 (2d8+10) (Masterwork Greater Vardatch)
 
:  R.Atk: +7/+2 Dmg: d6+5 (d6+7) 30' range (Javelin)
 
:  Move: 50 F:+7 R:+3 W:+4 (+6)
 
:  +14 (+16) Jump
 
:  +7 Tumble (cross-class)
 
:  Survival +11
 
:  Rage 1x per day (altered statistics are noted in parenthesis)
 
:  Fast Movement
 
:  Track
 
:  Quick Stride
 
:  Power Attack
 
:  Leap Attack
 
:  Powerful Charge (from the Miniatures Handbook)
 
:  Greater Powerful Charge (from the Miniatures Handbook, adds 2d6 damage while charging)
 
:  Reckless Charge (from the Miniatures Handbook, changes Charge modifiers to +4 to attack, -4 to AC)
 
 
 
:  This guy hits hard. One of these guys killed a 6th level PC with one blow. Remember to add bonuses for fighting at night or in a group.
 
:  So here's how these guys work. Usually they hang back, 100 feet or so from the battle, while the rest of their squad engages. As soon as they spot a support unit (usually a healer, caster or archer) they Charge. They use Tumble to avoid Attacks of Opportunity, and make a Jump check (which they are basically unable to fail) to make a 6 point Leaping Power Attack. The end result is a string of math that looks like this:
 
 
 
:  Raging, Leaping, Power Attacking Reckless Powerful Charge:
 
:  Atk: +12  Dmg: 2d8+2d6+34
 
 
 
:  Remember that taking more than 50 points of damage from 1 source requires a Fort save.  
 
 
 
 
 
 
 
=Order of the Grey Hand (Orc Legates)=
 
 
 
:  Weakness is not tolerated by Orcish midwives. A child that shows any hint of imperfection, malformation or stunted growth is cast into the stew pot. There is only one thing which may save such a youth. A simple test.
 
:  Orcish midwives bare a bracelet which is the mark of their important position. On each of these bracelets is a rare piece of pale obsidian which has imbued with the Dark One's blessing. Should this talisman darken when touched to the flesh of a newborn Orc, that child is spared, no matter their malady.
 
:  Instead they are given to a member of a small and often shunned order of the Shadow's priests. The sect of the Grey Hand. The infant is taken to a hidden temple in the mountains north of Gasterfang. There, in that barren and tainted land which has been poisoned by the corpse of their master, the young Orc will be raised as a Grey Hand apprentice.
 
: The tenants of the Grey Hand are very different from the teachings of the Orcs, and even the other Legate orders. They are not taught that they are superior and loved by their God. They are not taught that their place is to subjugate the other races for the glory of Izrador. Instead they are taught that they are not worthy. That they are mistakes that should have been left to die, but that their presence so disgusts their dark master that they are required to earn the bliss of death before being allowed into his shadowy embrace.
 
:  The way they will earn their place in the afterlife is by serving the Dark One's will on Erdane. The Order of the Grey Hand are the Orcish Army's version of combat medics. Their job is to keep the warriors going another day.
 
:  Orc warriors will never submit to being healed by a human Legate. Such a show of weakness would be intolerable. Further more, Legates would rather chew glass than lower themselves to healing a filthy Orc. The Grey Hand does not have these problems. Orc warriors are taught to not even acknowledge the presence of an acolyte of the Grey Hand. This gives the Order some amount of autonomy. A rare thing among orcs. They answer only to their superiors and to the highest ranking officer of the force they are assigned to.
 
:  Their intense self loathing and their desire to please their god creates a powerful zeal, unique in it's complete lack of personal desires or ambition. Surprisingly, among this order of rejected and hated priests, Izrador has found a group of servants who are completely devoted to his goals, without the interference of their own desires. This has not gone unnoticed by him.
 
 
 
:  Being a member of the Order of the Grey Hand makes the following changes to the Legate class.
 
 
 
::    A Legate of the Grey Hand has the Domains of Evil and War. They bear longswords rather than Vardatches as a symbol of thier devotion to izrador and as a symbol of their shame. Only true Orcs are worthy of bearing a Vardatch.
 
::    Grey Hand legates are able to spontaneously cast Heal spells rather than Inflict spells.
 
::    Grey Hand legates gain the ability to cast Spectral Hand as a swift action a number of times per day equal to 3+thier Wisdom modifier.
 
::    Grey Hand legates do not recieve Astirax companions. Instead they are granted a continuous Deathwatch ability (as the spell)
 
::    Grey Hand legates are shunned by the other Legate orders, but they are still reluctantly allowed to witness the sacrifices at the Zordrafin Corith in order to maintain their connection to their god. While they are allowed to witness, they are never allowed to participate in a more than superficial fashion.
 
::    Spells cast by a Grey Hand legate are never allowed to positively effect them. For example, if a Grey Hand legate were to cast Mass Bull Strength, it would effect everyone else normally, but would not effect the Grey Hand Legate themselves.
 
::    A Grey Hand legate is never granted spells of higher than 3rd level. If they become high enough level to cast spells of levels higher than 3, those spell slots are instead used for more lower level spells, or metamagic enhanced spells.
 
 
 
  
 +
==Highwall==
 +
More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.
  
:  I like it but was wondering about the touch spells changed to short (range) spells.  The only reason I could see the change is to prevent the Grey Hand legates from having to touch those they have to heal.  I really like the inclusion of deathwatch as it allows the Grey Hand to clearly see which warriors are fell and a possible threat to the orc armies.
 
:  Actually the main reason for the Touch spells at Short range thing is to give them the ability to stay out of the front lines and still do their jobs. And yes, there's potential for abuse, but with the limit on their spell level, I couldn't think of a single instance where it would be game breaking.
 
:  Blindness/Deafness was the one that I was most concerned about, but I kinda like the image of a crippled Orc waving his hand at you and everything going black. The PC's would have no idea what happened.
 
:  Maybe I'll change it to a (x) times per day thing. 3+Wis modifier? 1/2 class level?
 
  
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)