The homeland of the orc race is Azagor, where The Pit of Melkon serves as a rugged capital and mine-works, held with grudging affection by the orcish diaspora. The orcs developed a more neutral attitude than those of other worlds due to several factors; the isolation of their homeland, the absence of war-gods, and the reluctance of the orcish people to be absorbed by Elementalism.

This is not to say that there are not evil and savage members of the orcish race, far from it. Orcs respect strength above all, the ability to survive, even by alliance. The Cormazog Alliance brought about exchanges for three decades; the orc-elf hybrids commonly called half-orcs, advances in orcish magical knowledge, and war-skills for the elves. The Calling, and the NewGod Wars changed the face of the world. Whole clans of orcs were captured by the Jheriak Continuance for the arena pits, Mâlite incursion limited travel, and, finally, the Blackwater plague and erection of the Yellow Wall in 102 and 116 AC, making Azagor technically part of the pestilential Kingdom of Avandrool. Azagor struggles to survive, the orcs seeking refuge in the depths, or a better life abroad.

Physical Description: Elves, humans and orcs have many parallels throughout the Multiverse, elves in the forest or in beautiful towers, humans on plains or in teeming cities, and orcs in mountainous and craggy wastelands. Orcs are built for such places, for Azagor is a harsh land, with fell creatures and invaded by those seeking territory and mining resources. Orcs are as tall as humans, but more muscular, with wider shoulders and hips, and clawlike hands. They have dull green skin that makes them seem to vanish in dim light, and dark, hooded eyes. Their ears are batlike, much like those of goblins, and hair color is dark or black; many male orcs are bald. Albinos are not uncommon, and settle in the upper glacial regions of the Azagor mountains. Male orcs have tusks in the lower jaw, while females merely have snaggly fangs. Orcs mature early and there are more multiple births among their race, twins and triplets.

Society: Orcish society, such as it is, is very individualistic. There are chiefs to lead regional clans, but this is a very loose affiliation, primarily for intertribal war and for regional defense. Resources are scarce in Azagor, and centuries of want have shaped their culture, creating the concept ofkufirogg, or “border-guarding”, a voluntary nomadism that limits the impact on the land. Chiefs can impose duty on their clans, mostly, to mine in the Pit of Melkon, or to hire out in larger mercenary units, but these tasks are not lightly assigned. Males dominate females in orcish culture, but not easily so, as they tend to form “women’s camps” and migrate only seasonally. Since the advent of The Calling, orcish aggression has been tempered by the cultural concept of k’lughat, or “purpose-finding”, where an orc decides what direction his or her life will lead.

Relations: The orcish race thinks little of other Porphyran races, and have little patience in keeping track of what race does what or is from where. They know what zendiqi are, and the elemental-kin that are their allies; orcs will happily chop them into tiny pieces if they can get away with it. Humans and erkunae, as other near-human races are disliked by orcs, and often confused with each other. That being said, humans were among the leaders of the Deist cause and fiercely fought the Elementalists, so if an orc is feeling patient, they will consider a human’s worth. Native outsiders are seen with a degree of awe, due to their connection to the New Gods. The Cormazog Alliance still holds weight with the orcish race, and elves are initially given fair treatment.

Religion: Orcs take their religion seriously, and one mustn’t mock the Gods in front of one. It was the Cormazog Alliance of elves and orcs that called the New Gods to Porphyra, and changed the world forever, and the privilege of religion is not taken lightly. Each orc is called to choose his own faith, according the demands of his k’lughat, and mass worship is looked upon dimly. There are certain domains that are avoided; Disease, Elementalist, Mind, Time, Trickery, and Undead. An orc who follows the Elemental Lords would be a renegad. Orcish clerics are as itinerant as most other orcs, in the fashion of kufirogg, and preach to those who would listen. When it comes to comes to opposing the actions of religions, orcs will happily destroy the followers of Elemental Lords, but seldom those of the New Gods. If the cause of the “villains” stems from the domains disliked by the orcish race, the orc in question would oppose it- even the desired New Gods get above their station.

Adventurers: Orcs engage in the adventuring life mostly to seek an easier life. Conversely, those raised elsewhere adventure to try to recapture the challenging environment lacking in their lives. This is all related to the cultural concept of kufirogg, wandering in search of a goal, and k’lughat, the life’s purpose. To many orcs, to adventure is life, and there is no sense of “after” or retirement. Orcs prefer martial classes, and many are fighters, champions of some faith or another, or stalwart defenders. Those more acquisitive or bloodthirsty make fine rogues and slayers, but find the assassin’s way less palatable. Orcish spellcasters are not common, most being clerics of the hard-fought-for Gods. The mercenary life calls to many orcs, obtaining opportunities not available on the Plains of Ash.

Names: Orcs take names in Orcish when they come of age at 13 years, taking a nickname or until that time. Such names are discordant and sound harsh to Common speakers. Some names are Orcish versions of New God titles.

Male: Vrogak, Krogar, Aggrat, Darmok, Ferrak, Tomat
Female: Chatta, Granna, Ithraa, Keeta, Velara, Ualla

Orc Racial Characteristics
Orcs are defined by their class levels—they do not possess racial Hit Dice. All orcs have the following racial characteristics.

  • +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
  • Orc Blood: Orcs are humanoids with the orc subtype.
  • Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Orcs have a base speed of 30 feet.
  • Darkvision: Orcs can see in the dark up to 60 feet.
  • Light Sensitivity: Orcs are dazzled in as long as they remain in areas of bright light.
  • Born to the Land: Orcs 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.
  • Fearless: Orcs gain a +2 racial bonus on all saving throws against the fear descriptor.
  • Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
  • Hatred: Orcs gain a +1 racial bonus to attack rolls against humans and elementals.
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
  • Standard Languages: Orcs begin play speaking Common and Orcish. Orcs with high Intelligence scores can chose from the following: Elf, Giant, Gnoll, Goblin, Undercommon.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.