Showing posts with label Pig Orcs. Show all posts
Showing posts with label Pig Orcs. Show all posts

Thursday, June 11, 2020

DCSS - Orcs

This post is being written during the April shutdown due to the Corona virus. I often write blogposts in advance, but this time I thought I would actually straight up tell when it is being written for the very specific backstory I'm going to give you. Basically; during this shutdown everyone is just staying inside. And that means everyone is on the internet; some days it's pretty slow, or if the internet goes down where I live for whatever reason, then I don't have much to do since I can't even go to the gym.

But you know what I can play? Games that don't require internet access. And among those, I redownloaded Dungeon Crawl Stone Soup. I haven't played this game in years, and it's something I've always had a lot of nostalgia for. There's no sarcasm when I say that this game's massive dungeon crawling with many interlacing mechanics, loads of great races to play, tons of monsters and spells, and a bunch of other stuff is what helped get me into Dungeons and Dragons.

However, something very specific has stuck with me over the years with this game. And that's the Orcs.

Dungeon Crawl Stone Soup Orcs
The Orcs in this game are not exactly like any other orcs I've seen. They have this great look to them, but sadly they are just sprites! I love the way they look though. They have a more humanoid skin tone and appearance in general, but still look very “orc” ish. They have the classic tusks, glowing red eyes, and have an overall more “ogreish” appearance to them, but yet stay within a relatively human frame for size and shape. This in mind cements them as a more “baseline” race, despite them still being very orc ish. Then you have their ears, which are more bat like then pig like, but don't cross over too much with elf or humanoid ears. They also have a more rounded face, except the fat one (Blork), giving them less of that hulking brute look- it reminds me a bit of Lord of the Rings goblin/orcs/uruks in a way, though in Crawl they are explicitly bigger and stronger then humans.

As for the more lore aspects; I like how they have so many different designs and how they are a pretty constant threat throughout the game; their culture and general ideas behind them and the unique playstyle you get if you play an Orc who follows the Orc God Beough (only Orcs can follow this God), then you can recruit other Orcs to your side. It's pretty neat. Plus they are skilled with Fire magic, which is fitting, and get a bonus to the axes skill which makes sense, plus in general all the Orc mages and Priests you fight give them a more rounded depicition then just being a bunch of generic “warrior” dudes. They are very much a proud warrior race- but they can take it to the extreme which is where Beough comes in, making them racial supremacists. I even love their description;

An ugly subterranean race, orcs combine the worst features of humans, pigs and several other unpleasant creatures. They tend to run in packs or mobs, and delight in outbursts of insane violence.”
-From Crawlwiki

It gives me the distinct impression that this game's narrator is of an ancient, high elven race or perhaps an omnipotent 3rd person, lumping humans in with the world's fauna and as an 'unpleasant' creature at that. That may not be the way you're supposed to read into it, but I do. I love it. You can also see some of the inspirations from the animals there; I wonder if the author originally intended to have “humans, pigs, bats, and several other unpleasant creatures” included in there; their ears give me a distinct BAT look to them, plus them being a subterranean race in this game makes it fit.

I've already spent several blogposts talking about pig orcs, or more specifically, my P'orcs. As much as I like this homebrew take on the race, they don't really scream “generic fantasy orc”, which can be a bad thing sometimes. Any unique take on a race or thing in fantasy means extra learning time for your players or readers. Secondly, I have to be in the right exact mood for my P'orcs, where as the DCSS are much more easily seen as “Orc”ish in my eyes. I might switch to showing my Orcs in my games as more akin to the DCSS orcs, as opposed to my unique snowflake P'orcs.

But specifically, this blogpost is about their appearance, and more specifically their LACK of a appearance. As a game purely with sprites or originally ASCII graphics, the orcs lack definition. They only exist in description and as basic sprites; I would love to pick the brains of the original guy who did the spritework in this game's art to see what inspirations he was using for his Orcs, because they come from a very unique places. I've never seen any orcs exactly like this.

DCSS Orc Depictions
Here's a drawing I made of the Orcs from DCSS. In it, I experimented with different orc looks, and how to depict them in a slightly more detailed style then their sprite counterparts. The biggest issue though is the lack of a visible nose in the game. I then drew them with several nose types; including bat, pig, and humanoid noses. I drew different expressions since I'd have gotten bored with drawing them all the same way.

Art @spdhatsan
This is a piece of fanart of Blork the Orc, the fat unique Orc, about to get stabbed by an Octopode character (you can play an Octopus in DCSS, which is pretty cool). The artist here drew Blork with a much more “ogre-ish” look to him, though that could be just do to him being fat. Notice- a more humanoid nose was added here, since it isn't present in the sprite.

Art @here (artist name unknown?)
This picture here are several sketches of a felicid character (cat person, but not like a Khajiit. Just a straight up quadrupedal cat with magic and claw attacks). The top left frame seems to have a cat with Blork again, judging by the ears and weight, which once again gives it a more humanoid nose.

Finally, this last picture comes from the larger pixel art spreads that sometimes accompany the game when booting up. This creature here could be an orc, but I don't think so. It has downward facing fangs, red skin, small looking body next to that cauldron, and the armor and ears much more suggest a simple goblin or hobgoblin. Still, it's useful to see what its face might look like given their close relation to Orcs at least within most fantasy settings.

Conclusion
All in all, I really like the look and feel of orcs from DCSS, but it seems like creative freedom will allow whoever uses them to depict them however they wish. Bulbous, humanoid noses for those who want them to appear more uglier but more human, bat-like noses for those who may want to embrace the horror and deep-dwelling racial aspects, or a more pig-like nose for those who like their piggish orcs. I think “no Nose” might also be an option, but it seems weird and random; especially for a subterranean race to not rely on all of their senses in dark places. Perhaps they rely on their sense of taste and heat-sensing like reptiles instead, which is why I drew the silly reptile nose version in the last pictures. Truthfully, the pig to human nose ratio seems the most likely given the game's in-game description, but all of this was a fun exercise in drawing and imagination. Hope you enjoyed it.

Friday, March 20, 2020

The Underhills

Deep beneath the Earth, there are entire landscapes, nations, inner places. The vast darkness of the underworld, black oceans, and the subterranean realms of endless cave systems. The mythic underworld. Hell, or an inner sun.

The Orcs come from a place like this. Their Underhills. This is a vast inner chamber, a huge expanse where one can see for miles. It has days and nights, its own weather, vast hills and grasslands. While a chamber within the inner earth, it is a realm like any on the surface; mushroom forests, farms, black lakes with shadowy islands with myths and legends surrounding them. On the perimeter are gigantic artificial slopes; built through a combination of earthworks, carving, and masonry, which lead upwards into the P'Orc walled fortresses that defend their heartlands from the rest of the cavernous worlds, and from interlopers from the surface. These ramps can extend up to 100 feet into the air, and provide the space and gentle angle for huge caravans of soldiers or giant monsters to be led around.

There are little towns, orc mansions, escaped slaves hiding out in lichen woods. Instead of being harassed by wolves, travelers are attacked by three foot long carnivorous centipedes. There are tiny, nigh-extinct tribal species of almost-races who carry spear and sling. Man-Orcs live here, with their slaves, with their empire build within and around it. Slaves are more common here then orcs for the most part; unemployed Squealers- which are like tiny goblin-sized runt pig people without darkvision, must fumble through this dim place looking for work, or trying to avoid getting eaten. P'Orcs sometimes lay out a blanket and take a picnic in this vast darkness.

Around the outside perimeter of the vast underhills is the true heart of the P'Orc civilization. The Sow's Tail, as it is called, due to the fact it wraps around and up the Underhills. It defends the land from the outside, and it defends itself from the inside. The occasionally awakened monster, slave rebellion, or Orcish civil war will generate a threat in the Underhills themselves. The real rulers of the Orcs, the Great Sows, don't even live in the Underhills. It is the grand fortress where they live, defended in all directions. This facet of Orc civilization explains much of their racial consciousness; us versus everybody. An empire of fortresses. The Underhills isn't so much their heartland as their backyard.

The Hills
While what is actually wandering in the Hills now is a subject of stories told round the campfire, everybody knows how they got here. It is said in the ancient days, the first Great Sows cast their first great spells to command the great boar-wyrms to swallows the lands above and brind them down, away from the wretched sunlight that Orcs cannot stand. The boar-wyrms went, devouring whole forests, swallows oceans, vomiting them out in great masses. The great mess settled, rotted, becoming soil and mixed with the bodies and shit of the first great Orcish wars- the fertile land became the Underhills, an entire world under the world. Some believe that this ancient act of theft is where the animosity between the Orcs and the Elves come from; though no P'Orc is alive today from those years to speak of it, there are probably a few Elves who recall.

The Hills are covered in bright blue, somewhat glowing cavern moss. Great herds of beasts feed from this grass, and it is fed by the cavernous ecosystem, Orc droppings, and slave farms around the land. There are black rivers and estuaries. The air is damp, ever so slightly, but peaceful and quiet. The Hills have both day and night. The “day” is when flocks of great glowing birds; seemingly leagues above your head, cry and fly around the roof of the chamber. From your vantage, it looks merely like some kind of strange magical glowing clouds have risen to the top of the world. Sometimes these birds fall to the ground dead, and their glowing oils in their feathers can be used as tattoo ink or useful for writing in a dark place like this; they command high prices and many slaves buy their freedom through routine collection of the fallen skybeasts.

The Hills are home to slaves, squealers, monsters, and Man-Orcs. There is a semi-autonomous slave economy. Mortals trapped in this realm find it easy enough to navigate in the day, even if it isn't too bright. While during the “day” here, you get -2 to hit with ranged weapons unless you can see in the dark. During the night, it is even darker and you can't see two feet in front of your eyes. Slaves are sometimes allowed to travel between camps with few, if any, chaperons. They ply their trades in Orc-owned estates, picking at the fallen stalactites or flattening out the stalagmites in search of gems and ore for their Orc masters. Many young orcs will gladly be “hired” by some slaves or escapees, pretending to be their master for any orc patrols and just traveling together. It is a land of adventure.

Orcs fight for status- but not all do so through conquest. While it is by far the most popular, Man-Orcs who choose a less warlike life can still find some status through trade. After all, an army marches on its stomach. Orcs farm down here, tracts of land raising bulbs of garlic, or “cattle” ranchers, who tend to huge flightless bats that nip at the cave moss and grow to huge sizes. Some Orcs perform massive projects of engineering. Creating the ramps into the great wall fortress, building megastructures, even expanding their own cavern inches at a time. All of these require the slave labor that keeps the Orcish economy going. However even the most accomplished civilian P'orc is still mocked, and rightly so. Any male without missing limbs, torn of ears, scars, or a limp is hardly a man at all. As if they have ever turned the head of Sow. They are insulted by the term that fits them best; Virgins.

There is a town. It is the only “free” town down here, where the P'Orcs respect some boundaries, but are still cruel tyrants. This town is made up of free slaves or the occasional traders from other civilizations, living among a few ramshackle huts and longhouses built from fallen mushroom wood. Any escaped PCs will have to rely on this town to hide them, as the young orcs will gladly recapture any escaped or upstart slaves and beat them to death for honor and status. This is the one place where you can regain supplies down here, and find somebody nice to talk to, if you aren't an Orc at least. Squealers live among this town too, finding the residents no less suspicious then the true Orcs, but at least they don't get beat as much. The town is led by a “Head Witch” as tradition; P'Orcs would never respect anything in their own homeland not ran by a woman with magic powers.

While traveling through the hills, you'll have a wandering encounter table. Put Orc Slaver patrols on it, along with desperate escaped slaves, groups of Squealers acting as “bandits”, albino pigs squealing and alerting nearby Orcs of your presence, giant cave bat cattle, centipedes, worms, wyrms, and whatever else you like.

Orc Sex
Now, dear viewer, it is impossible to continue to talk about Orcs without first discussing their unique biology. I will spare you most of the details, but Orc society and the Underhills themselves are greatly influenced by the omnipresent desire for pig sex. There is no other way around it.

Simply put, to humans, elves, and most people, there is a generally agreed consensus that the two genders need each other to survive. While some cultures may put one over another, they are inextricably linked. There would be no men without women, and no women without men. This is simply a fact. But for Orcs, this is not true.

Orc Women do not need Orc Men. Firstly, Orc Women are better then Orc men. It's not up for debate. Great Sows have a bloodline that stretches back to ancient days. Each is huge, bigger then any man-Orc, and is skilled with magic. They can make underdark creatures cower from the sound of their voice alone, and their skills at summoning and black magic are second to none. And secondly, Orc Women, the Great Sows, are pregnant for life. It wouldn't be too hard to find a willing male being from another race to lay with a virgin sow. There are plenty of neutral, even friendly, monster-men who would gladly take the virginity of a young Orcess. Even moreso; Great Sows will eventually come to term with a pregnancy of not a Squealer or Albino feral clever-pig, but with another female Orc in her womb. Sometimes thought to be the gift of a dark god, or the spirit of their race, reproducing all without the touch of any man.

Of course, Orc Women want Orc Men around. It's nice if, for your first time, you can sleep with something that roughly looks and smell likes you, and is more then vaguely biologically compatible. They want intimacy too, and a stronger bloodline beyond these runts, from which they need men, and men more then once. And it's even nicer if who you have sex with goes out of their way to conquer empires, carving a path, gather gleaming gold and servants to put at your feet. That is why Men Orc exist, and that is why they fight.

Orc biology is not the same as humans, or most intelligent races for that matter. Orc women are always pregnant, which means they are not gestating one baby at once. They're ballooned with many young at once, they have many heaving breasts to feed them. Giving birth is a not a dangerous and somewhat special event, but a common chore. Their bodies are well adapted for this. They can breed with an Orc while pregnant with another child and later on birth a warrior son. Orc women even know sorcery that allows an Orc-Man to come back to life after death; the greatest old orcs will mate with a Sow, die in glorious battle, and she will feel his soul return to her womb to be reborn as a warrior once more.

Since Orcs are commonly thought of as a dark mirror to humans, humans often point to Orcs as an example of what not to do. "This is why women can't be in charge, least we grow floppy ears and want to move underground!"

Orc Society
With the above information, we can finally speak about Orc Society, and understand it fully. Orc society does not really live in the Underhills; it truly lives in the walled Fortress. This grand structure, which extends around the Underhills acting as a defense from within and from without, are home to the linchpin of Orc society- The Great Sows.

These fortresses are dungeons. They have traps, monsters, armies of elite Orc warriors within, and a boss. The Great Sows themselves surround themselves by their suitors, young sons, and squealers to defend them. Even if the thought of invasion from humans from the surface is ridiculous, it has happened before. Even moreso, dangerous from other trbies of Orcs and underdark races sneaking into the forts to kill the Sow are a danger. Between these fortresses are hidden passages and tunnels; some so small and tight that only a Squealer carrying a message (or surface-dwelling gnome, far in over his head) could pass by. There are false walls made of paper, with centuries old goblin mummies waiting for an intruder to pass for a quick stabbing.

Once a raid is done, and the Orcs return home, celebrations begin. Slaves are divided up and put to task. Loot is thrown into huge storerooms to be sorted at later, or simply to increase the coffers of treasure for the Orc Queens to feel pride over. Stolen food is quickly emptied into great troughs in communal dining areas and sloppily devoured. Orcs view food separated and presented as humans do it as humiliating- it's slave food. Why would you put all your favorite things apart from each other, instead of mixing them together and getting to enjoy it all at once? For this reason, Orc-slaves are fed small traditional meals on plates, ingredients separated, and then the warriors smugly eat their slop; beaming with pride as they humiliate the lesser humans. Unlike humans, Orcs of higher status sit at the center of the feeding trough instead of at the head of a table. This way, more of the food falls down into their lips as they eat.

Orcs craftsmen aren't bad either. While the great melt days produce slag iron used for slave collars and basic tools, more advanced crafts are used. Orcs care little for the aesthetic quality of their work, or even really its objective quality, preferring strength of arms over a sharp cutting edge. But still, when it comes to prosthetics is where orc engineering really shines. Civilizations that exist within the underground tend to learn iron working and smelting before learning how to read and write or build shelters, as the ease of getting both ores and coal and the need for it in these rocky realms and the necessity for tools to fight the monsters here and to mine extra chambers or side areas is very high. Orcs use bartering as much as possible, but if currency must be used then raw nuggets of silver and gold pulled from the cavern walls and washed in acid to burn away the dirt can be carried and used as a convenient currency. They judge them by size and weight, and the gift of a cart load of these nuggets or a well crafted magic clever can sometimes gain the favor of a Sow for an Orc who has never fought in a single war.

Orc Culture
There is still art. Great Sows are the consumers of it for the most part, Man-Orcs being too busy fighting and raiding. Female orcs adorn their bodies with uncut gemstones from the deep earth, tattoo their flesh, create their dark magic iron rods that ply their magical craft. They teach their magic in mother to daughter tradition- reading and writing is secondary and they mostly rely on slaves to scribe their knowledge. Of course, slaves are told that if they do not write accurately and truthfully, the next slave to read the text will be beaten to death, so slaves will obey and write textbooks for their illiterate masters regardless.

Orcs celebrate a few holidays. They have great melt days, where iron objects stolen from the surface world is melted in huge magma & magic fires to create piles of scrap iron to piece together their armors and basic tools. They have hallowed days, where Great Sows lock themselves in a room, see no suitors, and practice chastity in prayers to dark gods or in soulful meditation. They have free-slave days, where the best behaved are let free, and they tip their whips in feathers to soften the blows. The most holy day of all is a day of bloody sacrifice, where slaves, squealers, and animals are taken to remote and quiet places in the hills- they are accompanied by Great Sows into the Underhills for this one occasion, where she will oversee a cart full of beings have their limbs chopped off in specific orders with great cleaving axes and butcher knifes on stone altars. This day is also said to be where the true magic of the Orcess's comes from; this ritual rite powering their sorcery for the rest of the year, every year.

How to use this in your (my) Games
The next time the whole party gets killed by the P'Orcs, you do not need to fade to black or narrate their deaths. Instead, they wake up enslaved. Your wounds are healed and you are told you are now property of the Orcs. You are fed slave soup (watery soup that counts as a light meal, but is filled with mushroom-juices that make you dull in the head and light-sensitive, to better control you) and marched downwards on the two week trek through cavernous lands and dungeon hellscapes to reach the Underhills. Female PCs or hirelings are left behind, sometimes left for dead, sometimes given a single rusting knife and told to fight their way back to the surface.

Once outside the Orc stronghold, you may be given one last chance to escape as an upstart young orc will challenge the expedition leader to a “duel to ears”, as in the orcs slash at each other with knives until one gets an ear cut off. Orcs wait until just before getting home to try this coup- that way they can cross the finish line with all the loot in tow while doing none of the work. You could free yourself here, but then you'd be twenty feet from Orcish territory and lost in the deep parts of the ancient subterranean world, Veins of the Earth style. Maybe this is your transition into that sort of campaign.

Or, you could just play an Orc campaign. Some players are Orcs, some are Squealers, you travel around the Underhills in a big hex crawl. This is your “starter zone”, until you think you're ready to fight to the surface world and carve your own path to a Sow's bedroom. Good luck.

Sunday, May 12, 2019

[Class] Orc Princess

Art @ GlacierClear (very NSFW)
Orc Princess (aka Virgin Orc or Orc Maiden)
HD- d8
Max AC- 15 / Minimum Hit-Points- 5

You are a female orc. Despite you being young and inexperienced, you're still at least six feet tall, thickly built, and extremely strong as all orcs are. You are also innately talented with magic, as your bloodline is powerful. Most people know female orcs to be huge monsterous breeders- rulers of the P'orc race, and this is your eventual fate. If you have sex, that is. Your character is a virgin. This means your character having sex will almost certainly end their career and force them into retirement- but it's mostly avoided by the player's choice. (I probably wouldn't put in saving throws to avoid getting seduced or roving gangs of rapist bandits to “kill off” Orc virgin characters but it's your game, so you do you.)

Orcs are physically strong. Regardless of what your strength actually is, always treat your modifier as at least a +1 simply due to your size and girth. Even when crippled or badly injured, Orcs are still capable of great bursts of strength.

Orcs are tough. You have a base AC of 10. Your skin and blubber as well as natural pain resistance means you can ignore any source of direct damage that deals exactly 1 point. If a weapon is coated in poison and does 1 damage, you don't suffer the poison as it can't reach your bloodstream. This resistance does not apply to esoteric spells or attacks that bypass your physical body. At 10th level, you can now safely shrug off any source of damage that deals 2 or less.

Orcs are creatures of darkness. In the dark, your eyes can glow bright red to let you see. However, you are not a creature of the surface world. Every hour spent in sunlight causes you to take 1 damage, and be as irritable as a pig without mud to wallow in. You can avoid this damage by wallowing in mud or water for an exploration turn, having a hireling carry you a parasol, covering your skin in protective oils, etc.

At 3rd, 5th, and 7th level, add +1 to hit with all weapons.

At 4th,6th, and 8th level, add +1 damage on a melee hit. At the same rate, you deal +1 damage with offensive or elemental spells.

You can also cast spells. You aren't as good as a traditional Magician at learning and researching new spells, but you have a sort of raw talent and power behind your enchantments, crude as they are. You cast all spells as though you are a caster level higher too. You must spend +20% more gold to research or modify spells. You get spell slots according to the chart at the bottom.

At 10th level, you become an Orc Matron. You've gone through Orc menopause, more or less. It's not like actual menopause; you can get pregnant, but you'll no longer grow into a Great Sow nor give birth to squealing hoards of minions for the armies of the Orcs. You're more like beings of other races now, and can actually settle down and have a normal relationship. Or keep adventuring and doing whatever else it is you like to do.

Secondly, you become a matron of a small community of outcast Orcs and other monsters who wish to live their lives at peace, free from their violent and brutal cultures and gods. Every season, 2d4 HD worth of intelligent creatures will seek refugee with you. They will fight on your behalf, but will not appreciate being used in a military capacity, preferring defense and questing for the greater good.

Level
1st Circle
2nd Circle
3rd Circle
1



2
1


3
1


4
1
1

5
1
1

6
2
1

7
2
2

8
3
2

9
3
3

10
3
3
1


Art @Tealst

Wednesday, March 6, 2019

3 Orc Captains

[1] Gristlehide (3 HD, +2 to hit, +5 AC from armor and shield, 1d6+1 shortsword, Ice Rod at 1d6 Frost Damage, Freezing Blood spell, Leadership +1)
Morale- 14

Gristlehide is a tough bastard of an orc. Beyond being tall, strong, and overweight as most orcs are, he is also a bit clever and knows how to use some magic unlike most male orc warriors. He holds his Ice Rod, which is forged in a lump spindly shape from underground metals, as a symbol of pride. He isn't the largest orc, but is still a powerful warrior.

Gristlehide uses his ice rod to intimidate his foes or rally his troops, and loses his leadership bonus (+1 to morale to orcs and squealers fighting under him) if the rod loses all charges or is lost. At range he will use it to fire standard ice bolts, but has also created a trick to finish off fallen or near-death foes. The Freezing Blood spell uses up 2 charges and requires an Ice Rod to cast, but creates an icy sheen by freezing the blood around a fallen combatant, which deals 1 cold damage to them per exploration turn until it is melted off at a warm fire. If a characters blood is frozen by this spell they also heal -2 less health whenever they are healed or a revive attempt is made.

[2] Tusklip (2 HD, +3 to hit with ranged, +3 AC from armor, 1d8 crossbow, 50% chance to see invisible, backup dagger at 1d4-1, tracker, automatically succeeds first save against the first spell)
Morale- 15

Tusklip is an old boar. Too old to command his own squad; as such he is acting as a secondary lieutenant for another, younger orc warrior. He is very old and wizened, so much so that he has two small tusks poking out from his bottom lips; this is a trait seen with a bit of mysticism but also disgust by other orcs, as it evokes a sort of wild outdoors that goes against their nature. Tusklip is a good shot and tracker, letting him track people through underbrush and areas where traces can be left, but due to his physical weakness and frailty he doesn't speak up around other orcs and avoids conflict with them. He would much prefer to die on the battlefield and is slowly losing his will to live.

Tusklip's primary means of attack is using his crossbow. In his advanced age and due to old war injuries, especially on his shoulders, he is physically feeble compared to most orcs and his melee abilities suffer. He only uses his dagger as an absolute last resort. However his experience in combat and general wiliness gives him a chance to detect invisible or transparent individuals or beings by using his surroundings. Secondly, the first spell cast against him he will automatically succeed his save as its one that he's seen before. This ability is nullified if the first spell cast against him is a newly invented spell or rare magic that is uncommon in the setting.

[3] Irontrotter (5 HD, +4 to hit, +7 AC from armor, 1d6+1 lance, unwavering stance, drinker, -2 to combat saves, slow)
Morale- 12

Irontrotter looks like a walking pile of armor- packing heavy plates of metal, his wobbly legs barely able to hold it all up. Irontrotter cannot be shoved back, his stance is too heavy to move, but he is easily tripped, blinded, disarmed, or otherwise disadvantaged in combat. He is quite a powerful and strong combatant, but his insistence on wearing the heaviest armor makes him slower and always losing ties on initiative.

This orc uses a powerful and heavy lance, dealing bonus damage against very large creatures like horses. Irontrotter cares more about his personal honor then his battle brothers, gaining no benefit to leadership, just telling his warband to attack and jumping into the fray himself. He is also addicted to most forms of drink, and if not attacked in melee he has a 50% chance to waste his turn pulling out a wineskin and drinking greedily from it- he'll even ignore arrows and minor spells coming his way.

Wednesday, March 14, 2018

Monster Family- The (P)Orcs

Squealer, Orc, and Great Sow
Squealer (1 HD, +1 AC, 1d4 bone darts and knives)
Morale- 7, if lead by orcs 9
Numbers- 1d6 as scouts, 1d4 as lookouts, 2d10 in camp

Squealers appear as small, pink skinned bipedal piglets. They never grow taller then 3 feet in height, and are named due to their high pitched squealing. While much weaker then an Orc, they are considered useful to orc raiding parties and camps due to not being hurt by the sun like an orc and for the fact they are not nearsighted like orcs are. They are primarily used as scouting parties and lookouts, and are not given good weapons or armor.

Squealers are born from female orcs in great squealing liters. Actual orcs are born almost as large as adult Squealers, and appear similar despite their red eyes and pale skin. They almost immediately start bullying the Squealers and put them in their place at the bottom of the orc hierarchy. As such, some Squealers either stolen away or captured have managed to integrate into the society of the mortal races, usually as assistants and messengers. Some orc tribes treat their squealers better then others, but a lost squealer isn't worth much consideration.

Whenever a Squealer or group of squealers is encountered, they will emit a loud squealing that will attract any nearby orcish raiding parties on a 1 in 6 chance. Even if no orcs are present, the loud squealing may attract the attention of a wandering monster at the same chance. By killing all the Squealers on a surprise round, or by casting a magic spell of silencing, you can avoid this noise.

Orc (2-4 HD, 1d6 rusted weapons)
Morale- 11
Numbers- 2d6 raiding party, 1d8+1 as guards, 2d20 in a camp. >100 in the underhalls.

Orcs, also called P'orcs, are the albino bipedal pig men of the cavernous underworld. Everything on the surface world has a foil beneath, and Orcs are said to be the counter to mankind. They are fearful of the sun and take 1 damage per exploration turn they are exposed to the sun. Orcs still raid towns and human villages at night, or right at dusk. They can see in the dark, and have glowing red eyes. Some Orcs are exceptional and have higher HD then your average P'orc.

Most Orcs wear medium or heavy armor, and have 14 to 16 AC. All of these types of Orcs are male; the warrior cast of their species. The smaller members may stand in the back and use crossbows or even lesser Sorcery, but it is considered to give less honor and glory to that particular Orc. The largest and fattest warriors go to the front of battle to get bloody and scarred to make themselves more attractive to the female sows of their race, but orcs aren't sucicidal and will retreat from an unwinnable battle. Orcs may ride Warboars into battle and use squads of Squealers as their backup. All Orcs are bound into the subterranean realms and serve the Great Sows without question.

Most Orc conquests are about food to feed their broods deep in the earth. An Orc will gladly capture a handful of serfs as steal all their grain, due to the omnivorous nature of their kind. Unlike many other monsterous races, orcs have some amount of honor and will respect deals; usually demanding all of the food and weapons of a group of travelers in exchange for their lives or in deciding a fight by a duel with a powerful human champion. But Orcs do also make use of slavery, and will capture defeated foes to drag back into their caves to be used as labor before being eaten.

War Boar (3-5 HD, 1d8 gore attack, tramples through enemies, ridden by orcs)
Morale- 8, if lead by orcs 12
Numbers- 1 or 2 with an orc raiding party, 1d6 in a whole tribe

Huge wiry haired boars captured and used as mounts and living siege weapons by Orcs. Unlike the other creatures related to Orcs, War Boars are simply natural giant boars that much prefer living in the forests and mountains then being ridden by Orcs and do not do well underground except in the largest tribal caverns deep below the surface.

Due to their immense size and tusks, a charging boar adds its HD to its attack and damage when it moving at full speed, in an attempt to burst through an enemy formation or to break down doors or barricades set by humans. Orc war-chiefs usually are the ones to control these fearsome beasts. War-Boar ivory is treasured by orcs, but it is not carved or decorated after the beast is dead, as such the most valuable ivory belongs to the longest lived and most useful war beasts of the orcs.

Great Sow (4-6 HD, +3 AC, +2 to hit, 1d8 iron staff, 1d6 damage strength hex, casts spells)
Morale- 14
Numbers- 1 or 2; within the deepest underhalls there may be greater congregations

Great Sows are the leaders of the P'orc race, and are massive, multi-breasted, bipedal female pigs. Most are between 8 and 10 feet tall, and wield massive crude iron staves along with their spells. Great Sows are the progenitors of the Orc race, and give birth to huge great litters of piglets which will one day grow into Squealers, Orcs, or even more Great Sows. Every female Orc becomes a Great Sow after they have sex and is inducted in the ways of black magic, and as such Great Sows are the cornerstone of orc society and are the most treasured and protected by their people.

All Great Sows can trace their lineage back to the first Great Sow; a massive female pig impregnated by the keymaster, the red & lustful God, God of hidden places & evil beings. From that brood spawned all of P'orc kind. From this direct lineage and from their fertility; Great Sows are the spiritual leaders of the orc race and are the most gifted in magic, both from spells and from dark powers granted to them by their God. Great Sows are the primary leaders of Orc society in terms of organizing campaigns and distributing resources, but allow direct leadership of raiding and war parties by the war-chiefs. Great Sows only breed with the strongest and most successful orc leaders, and as such orcs are extremely competitive and inspired to war with the races of the surface world.

Outside of combat, female P'orcs brew potions of strength and lotions that can help an orc resist the sun's harmful light, as well as providing magical training to the lesser Orc sorcerers. Some attribute great black clouds that follow orc warbands as being the work of these pig witches. They use their magic to calm the minds of both the War Boars as well as tame the great Boar Wurms beneath the earth. When forced into a fight, Great Sows use a strength draining hex that they use against rebellious and disruptive orcs as punishment which they also turn against human invaders. They also know several other spells, such as Black Step which lets them teleport to a nearby place of darkness.

Boar Wurm (8-9 HD, ignores all damage below 3, 1d12 great maw, move with save or be trampled and take Xd6 damage, where X is monster HD)
Morale- 16
Numbers- Always 1

Said to be the monsterous first boars that once lived in the ancient times. As they trampled and flattened the land, the first gods removed their legs and forced them to adapt to a diet of rocks and ore as punishment. Now the boar wurms slither through the rock and deep dirt of the world, causing earthquakes and great chasms to form in their wake. Despite not being the descendants of the first Great Sow; the Great Sows use their magic to guide their path, which allows new caverns to be forms or great underground roads to be made in their conquest of the surface world.

Boar Wurms are ancient and huge, and their thick hide lets them ignore most lesser forms of damage. Their mouths are great jagged maws that snap and crush everything they gobble up, but their real strength is their simple size and weight, which can crush almost anything underneath it. Boar Wurms brought to the surface of the world flatten forests, dig canyons through mountains, and send up massive clouds of dust that darken the land for days at a time. These Boar Wurms are seemingly ageless, and each one is a unique being with inscrutable motivations.

Boar Wurms can occasionally be seen in use as a living siege engine; turning over hills worth of stone and dirt and crumbling castles by digging chambers beneath it to be undermined. Great Sows cannot control these wurms from far away, and so must accompany Orc war parties when doing sieges of such large scale. Boar Wurmss hide is especially thick and considered magical, and any shield or armor made from it would share the magical property the beast has; armor that ignores all points of damage less then 3. The mighty tusks of a Boar Wurm could also be fashioned into a huge lance or spear, which could easily knock the heaviest riders off their horses or be jammed into the ground to cause a miniature earthquake to knock enemies on their feet.