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.

Friday, November 1, 2019

Announcment + ORC WEEK

I don't usually like to give meta announcements like this, but it is important. My real life has started to pick up, meaning working full time and thus having less time to work on this blog. I want to stress that I am not stopping posting, it's just that new posts will have to be slower and less reliable.

Also to celebrate(?) the occasion, this entire first week of November is dedicated to my pig men race- the PORCS! Welcome to ORC WEEK! The posts here will be linked together in advance, so if any links don't work, just wait a few days for all the Orc posts to be uploaded.

Thank you all again for your great support. Hope to continue producing content as best I can.