Half Human

Half-humans are monstrosities, their tragic births the result of orc enslavement—or at least, that's how other races see them. It's true that half-humans were rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. In the infamous Jheriak Continuance, half-humans were bred to be the perfect pit-fighter for the nation’s arenas, and for shock troops in war. In Azagor, half-human progeny of captive humans became the slave-class of the savage orcs there, often in administrative areas that orcs deign to follow. Feared, distrusted, and spat upon, half-humans still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls.

Physical Description: As crossbreeds between orcs and humans, half-humans are combinations of human and orcish appearance, although the orcish strain is stronger. More than half of half-humans born are barely distinguishable from orcs, except for being slightly slimmer in build. A quarter of half-humans can pass for human, lacking the green tint to their skin, but having large teeth nonetheless. The odd half-human has a strange admixture, blond hair and green skin, short and muscular, and resemble neither explicitly. The degree to which a half-human will claim one, another, or no race in particular depends on the attitude towards orcs or humans in their locale, or how they feel about their parentage. The half-human penchant for tattooing is often a dead giveaway for their racial heritage.

Society: There are two prime examples of half-human communities on Porphyra; slave-communities in the Jheriak Continuance and Avandrool (slaves of humans and orcs respectively) and homogenous villages of escaped members of those communities. As such, half-humans dislike dominating governments and the imposition of others’ will upon them, and treasure freedom and independence. There are several unique half-human customs. The first is tattooing, which pit-slaves and renegades do to pass the time when not fighting or working, non-lingual symbols that reflect the individual’s personality. The second is the legend of The Child, a messiah legend that seems a combination of New God theology and orcish k’lughat philosophy, a deific liberator from all oppression. Even freeborn half-humans tend to follow these customs.

Relations: Half-humans do not trust other races, and barely trust one another. Elves may be the race most liked by half-humans, as they are well known for not engaging in slavery. Races that are small in size are seen as amusing by half-humans, and they have trouble taking them seriously. They are very guarded around humans and orc, hostile, even, as they are their primary antagonists; they have also heard of the practices of erkunae and zendiqi, and avoid those races whenever possible. Having a tattoo goes a long way in gaining a half-human’s trust, though the practice may be somewhat simple-minded.

Religion: Half-humans are fairly religious as a race, but choosy about the deity they worship. Fenris Kul, uncaring god of the Jheriaks, is rejected out of hand, as is Kamus, the god of slavery. Deities that have the domain of Liberation, Rolterra, Tulis and Yolana are preferred by the half-human race as a whole. This triad of goddesses are called the “Three Freedoms” by half-humans, and formulate a sub-religion all of its own. Half-humans practice Elementalism as much as they would any other faith outside the Three Freedoms, but generally have a “what’s in it for me?” attitude, being mercenary in matters of religion, as well. Many half-humans get involved in Deist-Elementalist conflicts, as fighting is the only thing that they know.

Adventurers: Half-humans often take to the adventuring life, as they are typically skilled in fighting and are usually of low station, and an adventurer can achieve fame and wealth rapidly, if they don’t die horribly in a dungeon somewhere. Since few have access to anything resembling education, most end up practicing martial disciplines, the most common being that of fighter; many become rogues to make up for a life of privation, and some become slayers and stalwart defenders- either from themed training in the arena pits, or as runaway or freed slaves in villages. Half-humans take to spellcasting if given the opportunity, clerics of their favored religions and champions of those causes. Azagorian half-humans have a caste of slave-spellcasters to balance the magical power of other nations nearby, an imperfect system, but an unpredictable one.

Names: Half-humans take whatever names are assigned them in the pits, usually descriptive or promotional in nature. Free half-humans take human-common or orcish names as the whim pleases them, but avoiding those that make them sound like pit-slaves.

Male: Bloodfist, Crusher, Claw, Kargol, Vragnar, Edvard
Female: Blade-ra, She-devil, Poison, Kagra, Alethia, Marigal

Half-Human Racial Characteristics
Half-humans are defined by their class levels—they do not possess racial Hit Dice. All half-humans have the following racial characteristics.

  • +2 to One Ability Score: Half-human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-humans are Medium creatures and have no bonuses or penalties due to their size.
  • Humanoid: Half-humans are humanoids with the human and orc subtypes.
  • Normal Speed: Half-humans have a base speed of 30 feet.
  • Darkvision: Half-humans can see in the dark up to 60 feet.
  • Bestial and Intimidating: Half-humans receive a +2 racial bonus on Perception and Intimidate checks due to their fearsome and bestial nature.
  • Born to the Land: Half-humans gain a +2 dodge bonus to their AC when in the terrain type similar to their original tribe. At character creation select one of the following terrains (cold, desert, forest, hills, jungle, marsh, mountainsm, planes, underground, urban). Once selected this cannot be changed.
  • Chain Fighter: Some half-humans have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-humans with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.
  • Sacred Tattoo: Many half-humans decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-humans with this racial trait gain a +1 luck bonus on all saving throws.
  • Standard Languages: Half-humans begin play speaking Common and Orcish. Half-humans with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.