Orcs are a prolific determined race epitomized for their brutality and lack of intelligence. Black wiry strait hair adorns their heads and a few have wiry facial hair. They have little body hair. Orcs are large and hardy with prominent shoulders, long arms, stocky build and prominent teeth. Orc teeth more often then naught are jutting prominently from their lips. Their hearty nature is also accompanied by an uncanny ability to see in the dark, but an inability to see color the same way most other races do.
Orcs are raised being taught that everything in life is created to afflict them. From this affliction the Orc is strengthened or destroyed. From the Orc’s perspective everything in life is out to destroy them and the only way to survive and gain success is through direct competition destroying everything by any conceivable means. In a paradox of duality Orcs spend their time trying to relieve their pain and gratify desires; yet learning to despise all that brings comfort and enjoyment, as it is a deception that will only make the individual weak, unable to compete and eventually lead to death. In essence an Orc spends his life fighting to gain wealth and power, with the ever-present worry that everything he gains only makes him weak and will subtly bring about his demise. His only comfort is that his deeds will live on after his death and that he will have enacted some great damage to the world that has dealt him such a miserable existence. Orcs also believe that death will only take them to a place of greater misery and conflict. Where they will continue to toil and fight against everything and anything. Which adds some logic to a race that holds such a low estimate of life, yet grasps it tighter than any dogma or other culture in existence. Nature itself is the Orc’s greatest nemesis and yet they revere it as their source of strength, protection and nutriment. Nature is what gives them strength and yet it is the most violent and persistent pursuer and destroyer of their kind.
With this mindset it is easier to understand the pure brutality of Orcish action, the chaos of their communities and their masochistic pursuit of the destruction of everything and anything. What little art that exists in Orc culture is neither prized nor respected. It is used to invoke strong emotion, fear, hatred, pain and anguish. Rarely are these emotions what people would consider loving, peaceful or happy. There is little or no fine detail in Orc art and the utility of any item far outweighs any artistic expression.
Orcs have borrowed most of their technology from other races. Although occasionally, and more commonly then one would think, there are those Orcs born with an uncanny mind for the understanding of mechanical complexities. Unfortunately, those abilities are usually expressed in war machines, crossbows, catapults, ballista, rams, towers etc. Orc weapon smiths work with poor skills, training and techniques. Few Orcs voluntarily become miners or smelters; usually captured slaves and forced laborers get stuck with such duties, and even then only in the tribes that have a leader strong enough to force so many other brutish minds to his will. Orc metal goods are 20% heaver than human wares of a similar type. Orcs have however developed some barbaric refinements for their armor and weapons. Some of these refinements include spiked armor and shields, definitely a deterrent to those who would try and grapple a heavily armored foe. Textiles are few and crude at best. Where Orc “craftsmen” do excel is leather work and tanning. Orcs can harden and treat leather in ways unseen among other cultures.
Orc leather goods for game purposes come in three categories; light, medium and heavy. Light leather goods come at half the weight of their medium counterparts but cost 30% more (three times the cost outside an Orcish culture). Medium leather goods are for all purposes the same as those in any Human culture. Heavy leather goods have an additional 1 DR, weigh 25% more and cost 50% more then their “medium” counterparts.
The Orcish broadsword is a weapon that reflects the direct and brutish nature of the Orc. It does +2 swing cutting damage, +1 thrust crushing damage. The weapon weighs 5 lbs, this includes the 20% weight increase for being of Orcish manufacture. They cost $300.00 within an Orcish community, triple that outside of an Orcish community.
Orc armor spikes are a brutal and common addition to any set of armor. They add 20% to the weight and an additional 30% to the cost (triple the cost outside of an Orc community). They can only be created by an armorer trained in their making. Most sets will need to be custom made so the wearer does not harm himself. Any attempt to attack or grapple a character wearing spiked armor can meet with disastrous results. Any attempt to punch, kick or bite a character wearing spiked armor will require a DX -2 role to avoid injury on the spikes. Any attempt to grapple a character wearing spiked armor will have to make DX -3 roll for each “hand” being used. Characters and animals that try to slam an opponent with spiked armor need to make a DX -6 role to avoid damage. Creatures such as snakes, squids, giants, strangling trees and similar large creatures attempting to grapple a character with spiked armor would also have to make a DX -6 role to avoid damage. It is possible for a wearer to harm himself with on his own armor if he were knocked to the ground or thrown into a wall. The wearer must make a DX +1 role or injure himself in these situations. Damage resistance protects against this damage. Any role to avoid damage from armor spikes that is met with a critical failure will result in max damage that will bypass all but natural damage resistance (from scales, fur, toughness, etc.). Damage done by the spikes is 1d-3 imp with a minimum of one. In a grappling situation any creature that takes damage (failing theie DX roll) will have to take a turn to readjust or continue to take damage.
Boars as they are affectionately called are the domesticated ancestors of a distant relative of wild pigs. But no more, and perhaps less, related to wild boar as dogs are to wolves. They have been bred into many forms, shapes and services and have developed a temperament similar to that of their Orc masters. There are three basic types of boar: load bearers, mounts, and hounds. Load bearers are large creatures used for pulling wagons and sleds; however, only a few tribes have them as most do not have the organization and wealth to support these creatures’ upkeep and training. (Besides, Ogres’ strength is easier to keep – as it feeds itself.) Orc mounts on the other hand are often part of outlaw bands and raiding parties. They are large and ponderous. They have a great sprinting ability, and a maneuvering ability unparalleled by horses, however they lack the running endurance. Hounds have been bred as companions, fighting animals, hunters and, most importantly, scroungers. Good is the hound that can find truffles, roots, fungus, and bugs to satisfy their master’s appetites. Common appellations are “pricklies”, “burr backs” and “tuskers”.
Load Bearer ST: 55-70 Move/Dodge: 8/10 Size: 8 DX: 10 DR: 2 Weight: 1-2 tons IQ: 4 Damage: 2d cru# Habitats: P, F, A, Domestic HT: 15 Reach: C Origin: Orc Fantasy
As large and powerful as any ox, these creatures are rather dim by human standards and very docile by Orc standards. They have huge pronounced front shoulders mounted on a back that gradually tapers to smaller hind quarters. Their tusks are large and are used for mating rituals and snow removal, although they can add some damage to a charge or an “affectionate nudge”. The snouts are large and almost proboscis, similar to a taper. Load Bearers eat large amounts of grass and leaves (on the ground), but must supplement their diet with berries, fungus and even carrion. Load bearers fight in a similar fashion as bulls. The will attempt a charge – a slam and a trample. The slam is treated like a head butt (Bestiary p.75) that does 2d imp, accompanied by a trample that does half damage crushing. At that point the beast will prepare for another charge or slash with its tusks: 1d imp. The load bear will also toss opponents like a bull if its tusks hit. These beasts are usually used to pull wagons and sleds. They are not aggressive by nature, but they are vengeful and brutal. Do not disturb the sleeping giant, or in “Orc” do not molest a quiet bearer. Few Orc communities have the time and resources to train them to be effective in war. That does not mean that it hasn’t happened; and indeed, an Orc chariot or siege weapon powered by their strength is something to take note of. There is one account where a rather brilliant and brutal half-orc had been maligned by a human village, his hatred and anger grew for humans as he was forced into an existence on the edge of Orc communities. Finally the maligned half-orc rose to great power among the Orcs. He was noted for creativity in disposing of enemies with almost poetic cruelty. Unfortunately for the Human town that felt that the best place for a half-orc was beneath the feat of pigs, a large stampede of load bearers, with boulders and barrels of fecal matter in tow, obliterated the town. Orcs are well aware of the damage these beasts can do, and they are often neutered; many have their tusks clipped and some are even chained with heavy weights. However when these animals are being prepared for war, they are fitted with metal spiked collars and tusk ornaments. A rig mounted to a load bearer fit for a ballista has even been seen.
Mount ST: 30-35 Move/Dodge: 12/11 Size: 3 DX: 13 DR: 1 Weight: 900 – 1,400 tons IQ: 5 Damage: 1d+2cut# Habitats: P, F, A, Domestic HT: 15 Reach: C Origin: Orc Fantasy
These are the cavalry and steeds of an orc community. They are very hardy and can survive on almost any food source. They are smarter than the average horse and far more healthy, but they lack the endurance and speed. What really makes these creatures feared is their ability to fight – with or without a rider. Their intelligence, hunger and size make them formidable foes in their own rite. Orc communities have to be meeting with a certain level of success to have these animals available in quantity. They consume many resources though they can hunt for themselves, making them popular among small outlaw and raiding bands. Animal handling roles with these animals is at a -2 until familiarity is gained, and an intimidation role can be substituted for a handling role. Mounts will turn on their riders, handlers and trainers. Sometimes they lash out in anger for mistreatment, sometimes it is simply because they think they can. Although most mounts find the benefit of getting food easily and some shelter and pampering far outweighs any mistreatment they receive. Also, most know nothing better as they are a relatively domesticated animal. Remember these beasts are raised and breed by Orcs, what a human may consider kindness a mount may consider weakness. Mounts attack in a very similar manner as their wild boar cousins. They will charge, treat as a slam attack doing 1d+2 cut damage. Then they will trample for 1d-1 cru. For war purposes these creatures are trained to “blow through” an enemy and keep enough momentum to attack the next. While in a solo situation they will continue to use their tusks to gore enemies for 1d+2 cut damage. Mounts are often outfitted with leather barding, spiked collars and metal tusk sheaths. Mounts have a craftiness of 10. They are good at avoiding traps and turning the tables on would be hunters.
Hound ST: 7-12 Move/Dodge: 7-10/7 Size: 1-2 DX: 12-13 DR: # Weight: 70-200 IQ: 5 Damage: Habitats: P, F, A, Domestic HT: 10-12 Reach: C Origin: Orc Fantasy
Hounds are the equivalent of dogs in a human community. Though not nearly as common these beasts are kept and breed for a myriad of uses from companionship to foraging, and battle to hunting. Most of these beasts have the attitude and demeanor of their Orc masters. Hounds gore with their tusks doing cutting damage +1 for their strength. Most breeds do not have sufficient fur for DR, but some do. Orcs like to adorn their pets with leather armor, spiked collars and tusk sheaths. Most hounds attack initially with a slam attack directed at the legs. After maiming the creature, they will attack the throat. One hound is not much of a worry, but a group working together is just as bad as a pack of wolves.
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