Orcs

Physical Description: Orcs are wide-framed humanoids that average 6ft in height and typically have a muscular frame. Skin color can vary based on subspecies, but all orcs have black, grey, or white hair and large protruding tusks from their lower mandibles. Orc clothing tends to vary by the caste, but in general resembles ancient roman fashion utilizing light materials for every-day activities and hardened armors for battle.

Society: Orc society is strictly regimented according to a caste system. At the top are the “Kah”, a priestly caste of grey skinned orcs who orchestrate the high level coordination of the legion. Beneath the Kah are the “Skorra”, or red orcs, who are usually found in leadership positions amongst the legionary forces and who are also drawn into smaller more elite units. Beneath the Skorra are the “Gol”, otherwise known as the standard green orc. The Kol comprise the majority of the legion and serve both as manual labor and foot soldiers. Beneath the Kol are the “Utgar”, a catch-all caste comprised of slaves, mercenaries, or any non-orc who has been allowed to serve the legion.

Relations: The legion has no formal relations with any other entity. As it’s primary purpose is to destroy whatever it encounters, this is hardly surprising.

Alignment and Religion: The vast majority of Orcs are Lawful Evil, as discipline and order are central to the operation of the legion, and wanton bloodshed and destruction are hardly qualities embodied by good. While formally a priest caste, the Kah do not ascribe any worship to the legion. Indeed, as set forth by the first Quitsetch’kah, the legion views all deities as pretenders unworthy of prayer or devotion, and the primary motivation for the legion’s actions is to destroy the gods by killing their worshipers.

Racial Traits:
the Legion is comprised of the whole of the Orcish race, but is sub divided into three related subspecies which are:

Gol (Green Orcs)

  • +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and delight in the terror of others
  • Darkvision: Orcs can see in the dark up to 60 feet.
  • Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
  • 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.
  • Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from any non-restricted language.

Skorra (Red Orcs)

  • +4 Strength, –2 Charisma: Skorra are just as strong as their cousins but benefit from childhood education which helps balance their natural failings and makes them better leaders.
  • Darkvision: Orcs can see in the dark up to 60 feet.
  • Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
  • 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.
  • Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from any non-restricted language.

Kah (Grey Orcs)

  • +2 Strength, +2 Intelligence, +2 Charisma, -2 Dexterity, -2 Constitution: Kah are strong, intelligent, and tend to have forceful personalities, but are clumsier and more frail then other orcs.
  • Innately Psionic: Kah are the results of magical experimentation on the first orc race thousands of years ago and as a result are naturally psionic they therefore gain the Wild Talent feat as a bonus feat at 1st level. If a Kah takes levels in a psionic class, she instead gains the Psionic Talent feat.
  • Darkvision: Orcs can see in the dark up to 60 feet.
  • Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
  • 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.
  • Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from any non-restricted language.
  • Psionic Powers: Every Kah has an innate understanding of certain basic psionic powers passed on via genetic memory. Twice per day a Kah can manifest any of the following powers as a Psion of their total class levels: Natural Healing, Mindlink, or Control Object.

Orcs

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