Showing posts with label Porcs. Show all posts
Showing posts with label Porcs. 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.

Thursday, November 7, 2019

20 Orc Prosthetics

Orcs love to fight. Almost as much fighting, Orcs love to show off their battle scars and brag about fighting. This is how Orcs get mates. Their race is very gender divided; Men go out into the world and take back slaves, food, and plunder and present it to the women, who then will let the best mate with them. This is very normal in Orc society, the women are in control of basically anything that isn't fighting and raiding. After all, they're 9 foot tall multibreasted pig women with magic powers.

But there's a problem. Orcs love to fight and get hurt fighting so they can show off their cool scars. But getting hurt as a living creature means you'll start to accumulate permanent damage; not just old inflamed wounds but lost body parts too. This is why second only to fighting, bragging, eating, and fucking- Orcs love prosthetics. It replaces their fleshy limbs with more kickass weapons. It's just about the only inventive things orcs care about- even if they're mostly made by their slaves.

Orc Prosthetics
These mechanical limbs are made of common materials and sometimes poorly maintained. To get a prosthetic fitted on a stump elbow or knee costs 800c, where as the shoulder or groin costs 1200c. Also requires a willing squealer smith to put it on you. Squealers are a lot more open minded about serving humans then Orcs are, but these highly trained underlings are rare outside of the underhills.

Roll 1d10 for an Arm Prosthesis
Roll 1d6+10 for a Leg Prosthesis
Roll 1d4+16 for a Torso, Head, or Back Prosthesis
Roll 1d20 for a totally random Prosthesis

20 Orc Prosthetics
[1] Bone Fist
Simple and effective limb replacement. The bone-fist is made of bones; the radius and ulna of a skeleton bleached and fitted with mechanical joints- the metacarpals fitted with a complex set of wire to help it grasp and move. These arms might also be enchanted with a bit of neromantic energy to make them effective, depending on the level of magitech you're comfortable with. Orcs really like using ogre bones to give them a huge new arm, or replacing the finger bones with the sharp talons of a bird or even the teeth of a large cavern cat for a claw attack. On their own, these prosthetics do nothing special except act as a new hand that can hold and use weapons; but since they were once part of a living creature this hand can be used to grapple or punch undead creatures without fearing the level drain or paralyzing effects, as long as they don't hit the rest of your body. Orc boasts of “strangling wights and vampires” are often made, but rarely verified.

[2] Nail-Stab
This prosthesis replaces the hand with a black metal spike with a detachable socket. This is so simplistic that its much cheaper to graft and repair; reduce costs to 600c for an elbow and below or 1000c for a shoulder and below. This acts as a 1d4+1 weapon that can imbed itself in its prey. By twisting the spike at the wrist, it can be detached and thus pin someone to a wall or floor if stabbed deep enough in them. The target must make a saving throw modified by strength to break free, and takes another 1d4+1 damage for pulling this wicked, often barbed spike out of their flesh.

[3] Beast-Burner
Using a wheel lock mechanism; this device creates a shower of sparks. These sparks and the loud scraping noise is enough to scare a beast- simple minded animals must make a morale check. It creates enough light for surface dwellers to see for one combat round, and may blind an orc using their darkvision from the sudden creation of light. The shower of sparks isn't a very effective weapon, only dealing 1d2 damage in melee range, but can be reloaded with some iron slag to rub and an exploration turn to wind up. It can also start fires rapidly by pressing the end the main discharge point against something dry and flammable.

[4] Arm-Bow
Orcs believe that using ranged weapons are pretty dishonorable. The exception are thrown javelins as a skirmishing weapon, but dedicated ranged military units are relegated to the too old, young, or to the squealers or slave soldiers. However, having a weapon of any kind is much better then not having one at all, and a P'orc with a chopped arm is basically “old” now anyway. The Arm-Bow is a crossbow embedded into the arm from the elbow downwards. It is fired with the other hand free to pull the trigger and requires a turn to wind between shots. Deals a punchy 1d8 damage, but requires bolts and regular maintenance as a crossbow. Can be used as an improvised melee weapon at 1d3, but on a roll of 3 it severs the metal cord and gives either the orc or whoever they're punching nasty whiplash.

[5] Squealapult
Similar in construction to the Arm-Bow, this arm features an elbow that can lock into a straight line and throw a small hooked on basket along it. This arm can only be grafted to someone with their entire arm missing up to the shoulder, the elbow to hand length isn't long enough. This arm prosthesis can launch a small stone fast enough to deal 1d6 damage as a mini catapult, but is impossible to aim closer then 30 ft due to the firing arc. The main purpose of this arm though is in the name- to launch small Squealers, the runts of the Porc race, over walls or as living cannonballs. It can also be used by clever orcs to throw vials of acid or bombs long distance, but can only launch unencumbered beings of Squealer size or smaller. So Gnomes and Halflings are ok, but Dwarves and Humans are much too heavy.

[6] Tangler
This arm features a mess of cords and cables. It has heavy stone weights on the ends of these cords, which are loaded into the hollow core of the arm, which is little more then a metal pipe. Some orcs can afford lead weights, or even better, the dark-lead found near the center of the world, which is a rare and powerful ore. When spun over the head and tossed, the tangler is thrown out of the socket similar to a massive bolas. It only has a single “shot” at a time, but is a much longer cord that can snag up to three bipeds, or a large quadraped like a horse. Only cutting your way out or being exceptionally agile to avoid it in the first place allow escape from the tangler. Orcs using the dark-lead weights with this can often snap the leg bones of weak and thin creatures, especially elves, sheerly from the force of the cords wrapping around their victims' legs.

[7] Sleep-Sword
This long syringe with glass bottles is hooked up to a long sharp blade with a deep channel within to transfer the liquid in the glass tube into the victim. Stabbed or slashed, the medicine in this arm can slow down and weaken the victim. This arm deals 1d6 damage as per a sword. Equal to the damage dealt, the victim takes a number “tranquilized” counters on their character sheet. If these tranquilizer counters reach their Constitution score in number, the being gets -2 to hit and AC from their sluggish movements, and must make a saving throw to avoid falling asleep. To use this on creatures, just add their HD + 10 and treat that as their Con score. Some creatures, such as the undead or massive beings like dinosaurs, or those flying into a beserk rage, are immune to tranqulization.

[8] Steel-Claw
Similar to a bird's talons, this mechanical arm has less dexterity then a regular hand or the Bone-Fist prosthetic, but has a powerful grip. The metal claw can lock into place, and can be used as a 1d3 improvised weapon if grabbing at soft flesh. Anything grabbed by this claw requires a hard saving throw modified by strength to break free, or the metal must be snapped off or melted away with acids. Additionally, this could be used on a zipline or climbing point by the Orc to hang on to something and support their full, fat body weight.

[9] Boar-Bellows
Long, cylindrical bellows built into the arm. By twisting and squeezing, it can shoot out a long blast of air. While useful for forging, and capable of blowing back the bodies of incorporeal ghosts or dusty wraiths, it can also be loaded up with a powder before firing to create a single use blast attack. This powder could be choking, blinding, or even acidic, requiring only the aid of an alchemist to safely store in the bellows. While partially protected by the metal sheath, any sharp or cutting weapon that hits this bellows arm and deals more then 3 damage punctures the sac and makes it useless until it is mended.

[10] Craftsman's Hand
Similar to a giant multitool. This arm can flick out several useful small tools and devices. Scissors, knives, files, spoons & forks and other cutlery, a small hand saw, a hammer with nail-aiming arm addition, and so on. By far the most useful of all these prosthetic arms, but considered somewhat dishonorable due to a lack of weaponry. It is also possible to fit a second prosthesis onto this arm, which fits into the forearm and can be flipped with the hand to have a weapon AND the multitool, but this makes the prosthetic cost double for the installation and advanced hinges. Any powerful blunt weapon that impacts this advanced double-stuffed hand that deals 7 damage or higher causes it to fan out in a shower of metal, making a giant useless hunk of springs, gears, wires, and splayed out tools that the orc must carry along or take off their stump until they can repiar it.

[11] Cricket-Leg
The bended, sharp edged metal of this leg can be used as a d4 weapon from the cruel serrated legs. Secondly, it can be rubbed against the thigh to create a loud, piercing metal scrap that sounds somewhat similar to a cricket's chirp. This leg gives an awkward running gait, but does not impede with jumps in any way. Orcs with two of these cricket legs can jump 5ft higher then normal.

[12] Tap-Leg
Orcs are less caring about smuggling stuff around- they don't try to hide their booze in a fake peg leg. This leg looks like a moderately thick stick similar to a barrel. It has a metal tap near the foot to be twisted and release whatever inebriating substance has been stored within. The sloshing alcohol does reduce stealth rolls made by this orc by -1 unless it has been emptied.

[13] Sprocket Leg
This leg has a large amount of gears and metal components near the knee. It can support the weight of the bearer and also turn and redirect it on a spot; such as when in a chase to quickly shift your weight on that leg, turn it, and the gears steady yourself so you can continue from a sharp turn down a side passage for example. This leg makes the runner immune to the negative effects of slipping oil or the Grease spell, as well as granting a +2 to any saves to avoid being pushed or falling off high places, the gears snapping into sequence to stabilize the walker.

[14] Duelist's Foot
Metallic legs with a hollow cage-like design. Within it can store a sword or two knives if its from the knee and below, or two swords/four knives if its from the groin and down. This acts almost as a mobile armory; popping the leg into a different pose lets the handles of these swords present themselves to be easily pulled free and weilded.

[15] Meatleg
This leg has the same heft and weight as a normal leg, and makes a similar sound if slapped against the hard floor without a shoe. The leg is made of meat and discarded flesh, meaning that within a few weeks it will need to be replaced as it will start to rot and attract flies and create a foul odor. Replaced the meat leg with no meat only costs the price of the number of rations it takes to fill it; as the skeletal structure remains intact. The main advantage of the meat leg is it is more covert then other prosthetic legs, creating almost no difference in walking gait or appearance, and it can also be detached to act as a distraction for hungry beasts. Anyone with a meat leg caught in the jaws of a monster can make a saving throw so that only their leg is caught; they dislodge and fall free as the beast eats the meaty leg. The only orcs who get this regularly are orcs that either work as beast tamers for giant monsters or who regularly enter into gnoll territory.

[16] Boulderclasp
The leg has a long, hard stone in place of the foot. This counterweight makes the leg good at kicking, dealing 1d4+1 damage, and can shatter through brittle floors made of glass or wood with a strong standing kick. However, the heavy stone will cause the user to sink in water and have -2 to stealth rolls. If the user is submerged, they have a few seconds to reach down and cut the cord inside the leg to detached the stone, but the leg becomes uesless for walking without the hefty counterweight.

[17] Skull-Cage
This “prosthetic” is more a lifelong medical brace for the head. It involves screwing tight metal struts around the Orc's head in a cage-like shape to act as a medical brace for a being with a smashed or severely damaged skull. It cannot be removed without killing its host unless enough time has passed for a full healing effect to have been made. The skull-cage grants a bonus +1 AC from itself, but the user cannot wear any kind of helmet and additionally has this big metal object on their head, thus giving them an improvised headbut at 1d3. Most Skull-Cages made by Orcs put spikes on the ends, or paint the bars nearest to the mouth red, to look more intimidating.

[18] Eyeball Pop-Flash
Device that is inserted carefully into an empty eye socket of a person with a missing eye. This eye must then be closed until the device is activated; the prosthetic does not grant sight at all, simply granting a small weapon to deploy in a combat scenario. When this eye is opened- the device pops and creates a loud flash of light- stunning and blinding anyone else nearby for a combat round. This is especially effective for orcs who are fighting other underground creatures who find light loathsome, and they are stunned for two rounds. Those with this prosthetic device will close their other eye and be mentally prepared for the release, and thus will not be stunned by it. Individuals with this stun bomb in their eye often have accidental discharges until they spend a few months really practicing keeping this eye closed at all times; even when surprised or when first waking up in the morning. Nevertheless, an extremely surprising situation can still cause them to open their ruined eye and release the flash.

[19] Gut-Bag
One of the most disgusting types of prosthetics. This is a very brutal device only put on those who have had a large portion of their intestines ripped out or have been gutted but yet survived. The gut-bag is placed in their chest and is visible from the outside. The thick bag fills as the person eats and drinks, and allows them to still digest food, but is very difficult to install and will kill anyone who doesn't have a Constitution modifier of at least +1 from the infection, unless that infection is cured by a regime of healing potions and/or healing magic. Finally, the gut swells up much bigger then an actual stomach would due to a lack of elastic properties, so after large meals the gutbag will extend far out as though they were very fat. Puncturing this bag will cause their half-eaten slop to fall out, but won't cause any damage to the individual. Instead, they will simply have to go hungry and be unable to eat until the bag is sewn shut.

[20] Ear-Funnel
Given to a person with a missing ear. This funnel is attached to the head via leather straps, and is made of a cheap metal. The funnel grants regular hearing out of that ear, but if pressed against a door or other thin barricade it can hear through them, funneling noise into the user's ear and letting them eavesdrop on others like a professional spy.

Wednesday, November 6, 2019

10 Orc Spells

Normal Orcs don't usually cast spells. They are warriors first and foremost, magic is something that is mystic and distant to them. The male Orcs rely on brute strength, ingenious weapons, or the occasional magic item granted to them from being a suitor to one of the Great Sows. Magic is seen as something of a powerful, feminine thing, and Orcs are especially distrusting of the male Wizarding society of the humans and elves.

Orcish Great Sows do learn spells though, and greedily consume any magical writings they can get their hands on. They are attended by the smartest of the Squealers to act as scribes and assistants in their arcane witch-workshops. Great Sows cast spells using rough dark-iron staves, and their sorcerous bloodline gives them the power of some of the greatest dark magicians. Any Great Sow will know 2d6 standard spells, with a preference for destructive or fertility-aiding magic, as well as two or three of these special spells, which were invented by the huge pig women themselves.

10 Orc Spells – Roll 1d10
[1] Slave Banner - 1st level
This spell requires a rod or staff. By stamping one end against the ground and casting the spell, it conjures and unfurls a war banner attached to the head of the staff. It held up high, it can be used as a regular banner can in warfare to guide or lead troops. It has no other effect on its own.

Orcs often train slaves to fight for them; large militias of both human, elf, squealers, dwarf, or other slaves may be supplied with basic weapons to fight as meat shields for Orc troops. The war banner they follow is purely based on training and brutal discipline; destroying this banner causes a morale check for slaves, but instead of fleeing they revolt. It would be trivial for a magician who learns this spell to reverse engineer it to change the design of the banner to one of their own kingdom.

[2] Gristlesmooth - 1st level
This spell creates a magical ointment and requires a large amount of fat from any type of creature; pig, human, cave-beast, etc. In the short term, this ointment makes the skin moisten and become healthier, which restores 1d6 damaged attribute points of one attribute among Strength, Dexterity, Constitution, or Charisma. Secondly, it also gives the skin a glistening smoothness and reduces the visible effects of aging. Continuous use of this spell can suspend the aging process and further increase the physical attractiveness of its user, curing blemishes and scars but giving a constant oily feeling to the skin. Any and all unwelcome mental images of giant, multibreasted pig women rubbing themselves with body oils all over is absolutely intentional and a part of the psionic attack power this spell also contains when in written form, such as right now.

[3] Sow Kiss - 1st level
This spell requires touch. Simply poking a being's nose will activate the spell. This causes their nose to turn red and glow. This glowing is visible in the dark and reduces stealth by -2, but gives an obvious indication that this person has pleased a spellcaster. In Orc society, having your nose glows like this means you have gained the favor of one of the Great Sows and as such it confers a +1 to your Charsima modifier for the duration of the spell. Lasts for three days.

[4] Binding of Dark Magic - 2nd level
When holding a treasure or a cage for a slave, this spell can be used to protect something with dark magic. By touching a container, the object is wraped in fuzzy black chains that collect like shadows and are only partially visible to the naked eye. The difficulty of picking a lock increases by 1 tier and anyone who tries to move or take the object or free the prisoner it is over must save or take 1d4 damage from the black magic. This spell can be dispelled by the touch of a 3rd level Holy Man, such as a Cleric or similar class. Great Sows use this to protect their spellbooks and other valuable treasures.

[5] Growth of the Alloy-Implement - 2nd level
Occasionally, a Great Sow needs to bust some heads. Rarely do they use their great strength directly, preferring spells, but this spell is a back up. By channeling the magic through their iron staves, this spell grows the metal out in all directions creating a jagged and savage looking huge iron cudgel. The growths on this metal object at jagged and rough, consisting of worthless slag iron pieces and sharp edges of half-molded orestone, but the whole thing can be swung as a 1d10 great weapon. It has a -1 to hit due to being unbalanced and basically just being a giant lumpy piece of metal.

Other magic users can cast this spell too, though it requires a long iron staff to cast and powerful armrs to wield it. Any magic inherent in the staff will be useful for up to 5 rounds after being transformed; ie a Fireball Staff could gain +1d6 fire damage on his with the slag metal weapon. After these 5 rounds, the magic inherent in the original staff is gone. This transformation is also permanent, meaning the staff is permanently ruined. The metal grown on this staff is a combination of low quality metals found in the air, as well as ballooned out parts of the original staff, as well as drawing in metals in nearby soils and objects to the staff while casting; it's not very valuable therefore and is mostly just scrap iron or iron flux with little practical value.

[6] Dark Flames - 3rd level
This spell is a dark, twisted version of the standard Flames spell. Dark Flames deals 3d6 damage against a single target, which is reduced by one die if they succeed a save vs spells, and they reduce the damage by another one die if they have a fireproof cloak or are a high-level fighter parrying the flame with a magic holy sword, etc. Dark Flames also does not produce as much light as a regular Flames spell, and does not light things on fire. Instead, it rolls out like a heavy fog, guided by the user's hands, which consumes all in its path. It lasts for up to three rounds.

[7] Distant Dreaming - 3rd level
This spell can only be cast when sleeping, and only functions an hour before, after, or during noon or midnight- pigs are crepuscular animals, and are most active at dawn and dusk, and as such these spells are limited then. It may be because of the third time realm that this spell taps into is too close to function. If this spell is prepared and the caster's sleep is uninterrupted, they dream.

The dream may only work on far away places or other realms of reality, not in your own realm. One in the depth of the underworld may dream of the surface, but someone on the surface could not dream of another country or land far away, it is only the distant places that can be seen. The dreamer is able to move around as an invisible wraith, capable of seeing and hearing as they could if they were really there, though sounds and images are foggy and sometimes undefined. It is possible to spy on other places with this spell, but beings in those places who can sense the invisible or see spirits can notice the dreamer, and may well banish them as with a Turn Undead roll or even destroy them. Once the dream ends, any information learned must be written down as it is forgotten in two minutes. Additionally, you can only use this spell a single time for any realm you have never personally visited. After the first viewing, that location becomes forever blocked to you from this spell.

[8] Fertility Spell - 3rd level
This spell greatly improves the fertility of the caster. The person under this effect will become impregnated or impregnate their partner with a 100% chance. The pregnancy will be much healthier then normal, and will increase the number of offspring by 20% for species with larger litters, where as for humans or similar creatures this spell instead grants a 3 in 4 chance to have twins instead of a single child at the time of birth.

[9] Black Step - 3rd level
This spell works as a perfect teleportation, no errors or disruptions from casting this spell. Additionally, it doesn't count as a “normal” teleportation spell, and as such wouldn't trip any alarm spells or barriers that stop normal teleportation from happening.

Instead, the Black Step lets the caster warp to a nearby place of shadow. This jump happens to any visible location which is shrouded in darkness, and the spellcaster will magically turn into a black cloud and disappear, before reappearing at that place. This transportation happens instantly and does not require any time to orient oneself after casting it, thus it is an extremely reliable spell. Needless to say, if this spell was acquired by an thieves it would quickly make them a master burglar.

[10] Sacrament of the Ties of Blood - 4th level
This spell deals with the blood. All those who cast it in a game with alignment will sway subtly towards chaos, as the spell deals with the powers of hot red blood.

The spellcaster must cut their hand and summon being(s) that shares their blood. The “blood” of a creature includes all beings of that characters race, all beings of closely related races, and animals or monsters who have a component of that races bloodline. For example, Orcs can call upon pigs, great boar wyrms beneath the Earth, and so on. Humans can call upon the bipedal birds that share their nature, along with any human of any race. The summoning ritual calls forth any being to the caster's location, which takes them anywhere from mere moments to an exploration turn to arrive; no matter the difference, the called being is “lost” in a hedge or dark passage and arrives there with great speed. The caster may summon any number of beings with a sum total of HD equal to the casters, OR they can call a single being of greater power if the being's HD is at most double that of the casters HD.

The called being arrives and is placated with the blood given, and must allow itself to bleed as well for the blood to be mixed on the alter or ground with the caster's own. The being then treats its relation to the spell caster as though it had rolled the highest possible reaction check, or if it is under the effect of a Charm spell. They are family and of the same blood, after all. Finally, the caster may impose upon this being a single command or order that the being must follow. Each time this spell is cast, the spell caster loses -1d4 maximum hit points from the blood they spill which does not return to their body; the sacrament is complete only in this way.

Tuesday, November 5, 2019

Orc Song Generator

We're The Orcs! We're....”

[1] The Mighty Orcs!”
[2] Hungry Orcs!”
[3] Great-Tusk Orcs!”
[4] Widow Makin' Orcs!”
[5] The Fighting Orcs!”
[6] Sun Hatin' Orcs!”
[7] The Meanest Orcs!”
[8] Sow Fuckin' Orcs!”

Let's...

[1] Kill Elves! Cut off their little 'bells'!”
[2] Smash Dwarves! Break their magic swords!”
[3] Capture Men! They'll never see the sun again!”
[4] Hunt Beasts! Steal their bloody fleece!”
[5] Take Food! We'll eat fat 'till next moon!”
[6] Raze a Farm! Go out to do harm!”
[7] Sack a Temple! Feel the weak-gods tremble!”
[8] Slay the Weak! Suffer not the meek!”

Then...

[1] Take it down below, still more work to go!”
[2] Spill blood, until our job is done!”
[3] March as we must, sleep until the dusk!”
[4] Sharpen our swords, ready to end some lords!”
[5] Pound our steel, so we can earn our meal!”
[6] Beat our slaves, we'll laugh for days!”
[7] Get drunk, and go wallow in some muck!”
[8] Leave from the light, and mate all night!”

The song is punctuated by-

[1] Wild laughter!
[2] Shrieks of bloodlust!
[3] The crack of a whip!
[4] Moans of frustration!
[5] Clanging of metal!
[6] Clapping of hands on flesh!
[7] Stomping of hooves!
[8] Blowing of a battle-horn!

Monday, November 4, 2019

[Class] Squealer Smith

Squealer Smith
HD- d4
Max AC- 14 / Minimum Hit-Points - 2

You are a Squealer. Squealers are small, runtish beings spawned in the great litters of the Orcish breeding pits. While some of your brothers may have grown into full bodied Orcs, you are stuck in this small and weak body. You aren't as reliant on the underworld- your skin doesn't burn in the sun as your brothers do, but you lack their darkvision and require guidance in the dark.

As a small, pig-like being you cannot use two handed weapons or wear the most armor. You aren't especially weak for your size, but you have a strong Constitution due to your piggish nature and rough upbringing on slop and fungus. You generate your Constitution modifier as 2d8+1d6 instead.

Among your own kind, you are a slave. You are taught how to fix and maintain equipment, cook up medicines, fix orc prosthetics and mount them on stumps, and many more. You do the small technical work that Orcs can't be bothered to learn. Even after escaping from your masters in the underhills, you retain this knowledge. You have an eye for technical machinery, and as such you can pick locks as though you were a Thief of two levels less then your own.

Every even level, you gain +1 to hit with ranged mechanical devices, such as crossbows or other machine devices. Add half this bonus, rounding up, to rolls to disarm traps.

Every odd level, you heal for +1 more hit points whenever performing first aid on someone. Your dainty fingers are quick skilled at healing wounds and injuries.

You're also skilled with armor. As long as you have a step stool, you can double the duff and doff speed of various suits of armor you are putting on someone else. You're also decent with repairs, and can perform a field repair for basic damage over the course of two exploration turns.

Finally; you're a pig. As such, you smell delicious to various predatory creatures like wolves, and your small size doesn't help either. But this does mean you can integrate freely with pig-like creatures, and Orcs are not likely to kill you beyond just beat you and put you back to work. Your smell also helps mask you if you're sneaking through an Orcish stronghold; you don't stink the way a human does.

At 10th level, you become a Proper Porcine and grow a foot in height. You're still small but you feel a lot better about yourself. Gain +1 to hit and damage with melee weapons. You also become capable of using your mechanical and technical skill to create a Great Borer. This is a massive digging machine capable of acting as a mobile fortress that can dig through mountains, straight through rock, undermine a castle, etc. To build one requires three years of work and a huge supply of both gold, raw materials, and technically minded assistants.

Sunday, November 3, 2019

Gossip from the Orc Slave-Pits

Roll 1d20
[1] The Great-Sow that rules this place learned a new curse, she's going to test it on one of us.
[2] The Orcs are considering doubling human rations, but don't eat them. It's made of people.
[3] The warden-orc has gotten a new bad ass prosthetic.
[4] The warden-orc is “collecting” slaves. He wants one each race, each gender, and each age.
[5] New arrivals to the pits are no longer gender segregated. They may want us to... breed.
[6] Many of us have already stolen some tools; we're almost ready to dig out.
[7] Many of us have already stolen some tools; we're almost ready to kill the orcs.
[8] There is a kind squealer-smith who pities us. He gets beat almost as badly as we do.
[9] Haunting music can be heard near the deepest work camp. It's coming from below.
[10] We're digging to find some ancient lost city or something.
[11] We're digging to fuel an orc war machine.
[12] We're digging just because the orcs want us to suffer.
[13] The iron we mine doesn't even go to make weapons. There is a great iron casket for someone important. Worst yet, I hear that the molten metal will be quenched in slave blood.
[14] You see those potions behind the bars there? They're gonna start making us drink them. Makes you work harder, feel no pain, and forget your old life.
[15] An orc gave me a shawl blanket today. I don't know what he wants from me.
[16] An orc made me lick his hooves today. I'm going to kill that piece of shit.
[17] There's a few elves in our camp. They cut their ears to blend in as humans. I think they are here to heal our sores, or maybe just to avoid being taken as magic-thralls by the orc magicians.
[18] Slaves have begun getting “paid” coins instead of fed or clothed, more coins for harder labor. They expect us to trade among ourselves for food and water!?
[19] Giant rats have been found in the walls. Anyone who turns this info in to the Orcs will be given their own cage and a thicker straw mat- the orcs are almost as hungry as we are.
[20] I've been designing a new digging machine. If we give it to the orcs, they won't need us anymore and will surely let us go. Right?

Saturday, November 2, 2019

Darkvision + Orc Eye Lantern

I never really liked Infravision. If you're going to make a creature that exists in a purely dark place, why do they have some magical sense of sight? Why not just make them use their other senses and make sight something totally unnecessary for them like actual cave-dwelling animals? Beings that live in the dark places of the Earth don't need to see; they are born without eyes or the eyes they do have are barely useful, vestigial things that can sense a hateful torch in the distance and little else. I do however see a need or a useful element in having something to vision in the dark for beings that are close enough to humans in intelligence or role in the game to work.

So how do we do this? Glowing Eyes.

Orcs have dark vision. They see in the dark, because their eyes glow. Their eyes glow red in the dark, letting them see things that their eyes project light on. This does act as a target at range, letting you know where the Orcs are, but if the Orc wanted to be sneaky they would close their own eyes. Orc-Eyes produce a magical fantasy fluid when exposed to darkness, which gives it a red glow. Any kind of bright flash of light, especially sunlight, will blind them temporarily. Due to the sensitivity to bright lights in this state, it blinds them for longer. Some Orcs may where “lightpatches”, a little steel mono-goggle with a tiny match inside, giving off a dim light to keep the Orc's eye adapted to sudden influxes of light, the opposite of a human pirate.

All of the races that normally can see in the dark have this power. Drow have eyes that glow a pale silver or white, Goblins glow a yellow glow. The red glow that Orc-Eyes glow is the same color and hue as weapons that they have forged to sense nearby humans and glow a red light. Visualize the image of this; a pair of red eyes sees you in a pitch black wood, before it snorts and draws an all red blow. In fact, if you mutate a human to have darkvision, they actually glow blue, the same color that their swords glow if forged to senes nearby orcs. It could be that these are the “spirits” of these races in their natural colors. In many media, “souls” when removed from a body have a bright blue color. Maybe in the fantasy world, human souls have a bright blue color, but Orcs have bright red, glowing souls filled with anger and hunger as they always have.

I should mention here I don't really like Dwarves with darkvision. Or infravision, whatever you call it in your game. I never liked this idea and I think it sucks, honestly. The entire point of Dwarves is they are among the civilized races, the good guys who bring light into dark places. They don't live in darkness like some kind of cavern dwelling monster. That goes too for Elves, but that's more about balance between demihuman races and normal humans, depending on the game or theme you're going for. Of course, that creates some difficulty for the stout race. How do you keep your workspace or tunnels well lit and safe from the creatures who love darkness? Dwarves don't have the luxury of the sun to rely on for light like humans do, at least not most dwarves. That means Dwarves need something to light their mountain homes with. This becomes a significant part of Dwarf culture, moreso then most elements. As important as food and water, light. No wonder Dwarves worship lawful, light-bringing gods so much. Dwarves probably get into theological debates about light as much as their practical merits. But what do Dwarves use to light their mountain-homes?

Well, one of those things are eyeballs. Of Orcs.

Orc Eye Lantern – Magic Lantern
Stats- As Lantern, no fuel required

The Orc Eye Lantern is a magic item with a very weak ego. It's a glass jar or tube filled with Orc Eyes. These Eyes must be exposed to a dark place near the time of death, or the Orc had to have been killed when in darkness, for the Eyeballs to produce the thin red liquid that powers the lantern. When cut out of the Orc's heads and placed in this jar along with preservative fluids, these eyes float around freely and casually produce light whenever in a dark place. The light has a pale red glow making it difficult to see colors while using it as a sole light source. It takes about 20 dead orcs (or 40 eyeballs) to fully make a lantern. Lanterns do not run out of power until they are destroyed.

The Orc Eye Lantern has the same area of effect and usefulness of light as a Lantern, but does not require fuel. However, the lantern does have a minor drawback. If you hold the lantern and are attacked by and Orc, they will gain +2 to hit against you for holding this offensive, macabre contraption harvested from their own species. It is unknown if this effect is purely mental or has something to do with the magical aura of the lantern itself.

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