The Orcs of Galatea chapters are being consolidated at the moment. I've been taking them and consolidating them so that they will be ready for publication sometime this summer. :)
I haven't done the cover art for it yet, but rest assured, it will be spectacular. The entire book will be both covered by the Creative Commons License and the Open Game License. With guidelines on which is covered by the Creative Commons License and which is covered by the Open Game License.
So that publishers of d20 media can pick and choose which they want to republish, and which they would like to make a derivative (just so long as they share too).
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Thursday, June 16, 2011
Orcs of Galatea
Labels:
Classic Fantasy,
Dungeons and Dragons,
Galatea,
Orcs,
Pathfinder
Wednesday, June 15, 2011
Chapter 9 of Pheonicia: the Docks
The Docks
In the Hellenic and Desert Quarters of Phoenicia is the docks of Phoenicia. Five miles down river is the Sea, and the river here is wide enough and deep enough beyond the cateract to service seagoing ships. A dozen ships moor here in the deep waters of the Sardis river at any given time. Sometimes many more than a dozen. This is a particularly rough area of Phoenicia and includes the city's famous "red light" district.
Part of the Sardis Estuary, the docks are full of warehousing, shipyards, hostels, and taverns. These establishments service the merchants and sailors who use them extensively. Connected to the Old City on one side of the Sardis River and the Poor city on the other, the Docks district seems like its own separate community. Of course, many residents of Phoenicia live out their lives without going there.
The smell of fish and the river pretty much dominates here. The sound of the falls can also be heard all the time, but the further one is away from it, the softer the sound is. Also, depending one which side of the river you are on, the larger than life statues of Zeus (on the Hellenic side of the cateract) and Buddha (on the Vedic side of the cateract) carved into the escarpment dominate the skyline. There are dozens of seagulls in the air, each of them trying to find food. The wooden buildings of the docks is stained with grime, but not necessarily salt. The district boasts few new buildings; with several old buildings that should be condemned and torn down.
The streets bustle from daybreak to midnight with sailors and all manner of folk that support the shipping industry. Basically, dockworkers and shipwrights, carpenters and warehouse laborers, harlots and strumpets and innkeepers, and so on. These are hardworking folks with rough demeanors living roughened lives. Most are looking for strong drink and entertainment when not working, especially sailors who are off the ships getting their land legs back. The two sides are not a place for those who love to be offended or people who worry about little details. It's really no coincidence that the Hellenic and Vedic Nobles live on top of the escarpment that is responsible for the cataract falls in the first place. They are as far from the docks as anyone can get, both vertically and literally.
Many types of ships come into the harbor. Zebecs, dhows, biremes, triremes, reed barges from fabled Khemet, galleys, galley barges, baghlahs, and other ships. These ships carry passengers and cargo. Cargo to trade, passengers to buy or sell or to settle and make a living. Large ships often drop anchor in the river and rely on smaller ships to transfer their cargo. However, this is rare and it is to avoid the daily user fees for docking.
The Docks were constructed on either side during the Vedic occupation of the site. Which is why they are connected to the Old City in the Hellenic Quarter. Since the conquest of the Hellenes, the docks on the Hellenic Quarter was razed as a matter of course, and was built according to the manner of the Hellenes. The Vedic docks still retain their distinctive flavor.
One the Hellene side, a temple to the god Poseidon dominates the merchant roads of this district. While on the Desert side a temple to Varuna was constructed. That temple had fallen into disrepair. The temple to Varuna was eventually demolished and a temple was built to the Desert Elves' One God, forcing Hinduism to retreat from the Docks. Despite this, though, Middle Kingdom immigrants built a small Taoist shrine in the Docks to take advantage of the Feng Shui of the region.
(end of Part 1)
In the Hellenic and Desert Quarters of Phoenicia is the docks of Phoenicia. Five miles down river is the Sea, and the river here is wide enough and deep enough beyond the cateract to service seagoing ships. A dozen ships moor here in the deep waters of the Sardis river at any given time. Sometimes many more than a dozen. This is a particularly rough area of Phoenicia and includes the city's famous "red light" district.
Part of the Sardis Estuary, the docks are full of warehousing, shipyards, hostels, and taverns. These establishments service the merchants and sailors who use them extensively. Connected to the Old City on one side of the Sardis River and the Poor city on the other, the Docks district seems like its own separate community. Of course, many residents of Phoenicia live out their lives without going there.
The smell of fish and the river pretty much dominates here. The sound of the falls can also be heard all the time, but the further one is away from it, the softer the sound is. Also, depending one which side of the river you are on, the larger than life statues of Zeus (on the Hellenic side of the cateract) and Buddha (on the Vedic side of the cateract) carved into the escarpment dominate the skyline. There are dozens of seagulls in the air, each of them trying to find food. The wooden buildings of the docks is stained with grime, but not necessarily salt. The district boasts few new buildings; with several old buildings that should be condemned and torn down.
The streets bustle from daybreak to midnight with sailors and all manner of folk that support the shipping industry. Basically, dockworkers and shipwrights, carpenters and warehouse laborers, harlots and strumpets and innkeepers, and so on. These are hardworking folks with rough demeanors living roughened lives. Most are looking for strong drink and entertainment when not working, especially sailors who are off the ships getting their land legs back. The two sides are not a place for those who love to be offended or people who worry about little details. It's really no coincidence that the Hellenic and Vedic Nobles live on top of the escarpment that is responsible for the cataract falls in the first place. They are as far from the docks as anyone can get, both vertically and literally.
Many types of ships come into the harbor. Zebecs, dhows, biremes, triremes, reed barges from fabled Khemet, galleys, galley barges, baghlahs, and other ships. These ships carry passengers and cargo. Cargo to trade, passengers to buy or sell or to settle and make a living. Large ships often drop anchor in the river and rely on smaller ships to transfer their cargo. However, this is rare and it is to avoid the daily user fees for docking.
The Docks were constructed on either side during the Vedic occupation of the site. Which is why they are connected to the Old City in the Hellenic Quarter. Since the conquest of the Hellenes, the docks on the Hellenic Quarter was razed as a matter of course, and was built according to the manner of the Hellenes. The Vedic docks still retain their distinctive flavor.
![]() |
by Raja Ravi Varma (1848-1906) |
(end of Part 1)
Friday, June 3, 2011
The NPC Races of Phoenicia
The following races are typically reserved only for NPCs in Phoenicia. Players who want to play one of these races should ask their DM for special permission. For full details on these races, one should consult the Pathfinder Bestiary.
Aasimars
Aasimars are the result of a Celestial bloodline mixed with a human one. Although following this logic, all humans are aasimars, the Celestial bloodline is often made stronger by a Celestial becoming mortal enough. Aasimars who are recognized as Aasimars command respect and awe. Most aasimars often reinforce their reputations by committing acts of Benevolence and Heroism. And it is said that some of Humanity's greatest heroes are Aasimars. Virtually all aasimars are good aligned. They typically are spread out among the population and may be as much a beggar as they are a noble.
Drow (Dark Elves)
The Fifth elvish race are known as the Drow (pronounced Drau as in "cow") most everywhere except in the Hordelands and parts of the Northlands where they are known as the svartálfar (or black elves). They have a reputation for being evil, wicked, and fiendish. Their culture, although extremely individualistic and clannish, is in opposition to human and elven culture. They have a reputation of being crafty, duplicitous, and nasty. It is said that they value deception and guile and scoff at honesty. There were times in the past when these fears were confirmed when two drow armies tried to invade Phoenicia before the Hellenes conquered the city.
They succeeded once, but were driven back and destroyed and they never succeeded again. Phoenicia under the rule of the dark elves was a place of near anarchy; except when the dark elves at the time laid a heavy hand. Whether or not dark elves now are virtuous or kind its not up to debate. There is a law that has been in place before the Hellenic Occupation that if any dark elf is discovered then they are to be arrested and imprisoned or executed without trial.
Deep in Phoenicia I, the Dark Elf Madame Ssapinitra Kennett maintains a haven for her kind. So far, it's secret and no one knows how deep it is.
Half-Dragons
Half dragons are the result of unions or magical experimentation between a humanoid and a dragon. Dragons typically live a long time, and young dragons have been known to dally with "mortals" (humanoids) or most anything. Or, crazy wizards may do breeding experiments to produce a particular monstrous result. What ever the case, half-dragons have been known to be the result.
Half-dragons of a humanoid nature in Phoenicia usually come from Silver Dragon, Red Dragon, or Gold Dragon stock. While silver dragons are the friendliest and gold dragons are often caught up with humanoids, Red Dragons have been known to play with their food if it's intelligent (or sometimes even fall in love with them).
Half dragons are both respected and feared. They are rare and tend to be more humanoid than not. The humanoid types, though, form small communities in the poor sector and call themselves the "Dragonborn" in response to racism. Generally though, the population is law abiding despite any tendencies individuals have towards committing evil.
Orcs
Orcs are beyond the Dragonwall and come from the Hordelands. Although exceptions such as the Desert Viper Clan exists, most orcs live in the Hordelands and typically do not bother anyone in Phoenicia. Orc Myth say that they were born of a forgotten orc god -- which they call the Creator or Nwali. Nwali, however, is not worshipped and the orcs revere their ancestors or practice animal reverence (through Heathen Shamanism).
Although there is no question that the Orcs brought a codified demon magic through Warlocks into the world; the orcs are generally honorable if slightly antagonistic towards humans. Although a full scale war between humans and orcs was committed years ago, racial tension is there and every once in a while war erupts between the two races somewhere on the planet.
Generally, the relationship between Phoenicia and the Desert Viper clan is cool. Every once in a while the orcs raid the city. The city has never been conquered and it has never been destroyed by orcs. But no quarter of the city has not felt the orc torch.
Tieflings
If aasimar exists, so do tieflings. Tieflings are the result of infernal blood being mixed in to human(oid) bloodlines. A tiefling is typically the descendant of a human-infernal union -- either through a succubus/human mating or a horned demon/human mating. Tieflings of elven and orc stock are typically called something else. Tieflings are either warriors, spellcasters (of these, they are typically Warlocks), rogues, or clerics of evil gods. Most tieflings are evil, and some are chaotic. It is rumored that one noble family is all tieflings.
Aasimars
Aasimars are the result of a Celestial bloodline mixed with a human one. Although following this logic, all humans are aasimars, the Celestial bloodline is often made stronger by a Celestial becoming mortal enough. Aasimars who are recognized as Aasimars command respect and awe. Most aasimars often reinforce their reputations by committing acts of Benevolence and Heroism. And it is said that some of Humanity's greatest heroes are Aasimars. Virtually all aasimars are good aligned. They typically are spread out among the population and may be as much a beggar as they are a noble.
Drow (Dark Elves)
By myself, of course |
The Fifth elvish race are known as the Drow (pronounced Drau as in "cow") most everywhere except in the Hordelands and parts of the Northlands where they are known as the svartálfar (or black elves). They have a reputation for being evil, wicked, and fiendish. Their culture, although extremely individualistic and clannish, is in opposition to human and elven culture. They have a reputation of being crafty, duplicitous, and nasty. It is said that they value deception and guile and scoff at honesty. There were times in the past when these fears were confirmed when two drow armies tried to invade Phoenicia before the Hellenes conquered the city.
They succeeded once, but were driven back and destroyed and they never succeeded again. Phoenicia under the rule of the dark elves was a place of near anarchy; except when the dark elves at the time laid a heavy hand. Whether or not dark elves now are virtuous or kind its not up to debate. There is a law that has been in place before the Hellenic Occupation that if any dark elf is discovered then they are to be arrested and imprisoned or executed without trial.
Deep in Phoenicia I, the Dark Elf Madame Ssapinitra Kennett maintains a haven for her kind. So far, it's secret and no one knows how deep it is.
Half-Dragons
Half dragons are the result of unions or magical experimentation between a humanoid and a dragon. Dragons typically live a long time, and young dragons have been known to dally with "mortals" (humanoids) or most anything. Or, crazy wizards may do breeding experiments to produce a particular monstrous result. What ever the case, half-dragons have been known to be the result.
Half-dragons of a humanoid nature in Phoenicia usually come from Silver Dragon, Red Dragon, or Gold Dragon stock. While silver dragons are the friendliest and gold dragons are often caught up with humanoids, Red Dragons have been known to play with their food if it's intelligent (or sometimes even fall in love with them).
Half dragons are both respected and feared. They are rare and tend to be more humanoid than not. The humanoid types, though, form small communities in the poor sector and call themselves the "Dragonborn" in response to racism. Generally though, the population is law abiding despite any tendencies individuals have towards committing evil.
Orcs
Orcs are beyond the Dragonwall and come from the Hordelands. Although exceptions such as the Desert Viper Clan exists, most orcs live in the Hordelands and typically do not bother anyone in Phoenicia. Orc Myth say that they were born of a forgotten orc god -- which they call the Creator or Nwali. Nwali, however, is not worshipped and the orcs revere their ancestors or practice animal reverence (through Heathen Shamanism).
Although there is no question that the Orcs brought a codified demon magic through Warlocks into the world; the orcs are generally honorable if slightly antagonistic towards humans. Although a full scale war between humans and orcs was committed years ago, racial tension is there and every once in a while war erupts between the two races somewhere on the planet.
Generally, the relationship between Phoenicia and the Desert Viper clan is cool. Every once in a while the orcs raid the city. The city has never been conquered and it has never been destroyed by orcs. But no quarter of the city has not felt the orc torch.
Tieflings
If aasimar exists, so do tieflings. Tieflings are the result of infernal blood being mixed in to human(oid) bloodlines. A tiefling is typically the descendant of a human-infernal union -- either through a succubus/human mating or a horned demon/human mating. Tieflings of elven and orc stock are typically called something else. Tieflings are either warriors, spellcasters (of these, they are typically Warlocks), rogues, or clerics of evil gods. Most tieflings are evil, and some are chaotic. It is rumored that one noble family is all tieflings.
Monday, May 30, 2011
The Races of Phoenicia -- Major Races
The races of the population of Phoenicia are in many ways standard to the races found in the Pathfinder Core. However, there are a few aspects that are unique to each race that tailor them to the setting. Also, a few new races and a few "monsters" can also make acceptable PC races.
Pathfinder Gamemasters and Dungeons and Dragons DMs should decide which races they should allow in their version of Phoenicia. For your convenience, this post goes into more detail about the races in the player's primer. They are still divided into Major Races, Minor Races, and NPC races. The latter are races found in the City of Psionics that are not appropriate for play without consideration on the GM's or DM's part.
As always, information in the Pathfinder Core Rulebook as well as information in the various Dungeons and Dragons core rule books, should take precedent unless information here contradicts them. You should also consult the Player's Primer.
Major Races
The major races of Phoenicia are those found in the Pathfinder Core Rulebook, and the Dungeons and Dragons Player's Handbook. For the Phoenicia setting, they require some changes. In theory, you -- the GM -- should allow all of these races in your Phoenicia campaign.
DWARVES
The Dwarves come from another world, but were made up of six different tribes. The Pale Ones, the Gold Ones, the Iron Ones, the Wild Ones, the Dark Ones, and the Desert Ones. The Pale Ones migrated to the extreme North East, looking for a way to live their isolated, seal hunting ways. The Pale Ones eventually became the Snowdown Clan. The Wild Ones migrated into the extreme south of Vedan Lands and became known as the Jungle Dwarves. The Gold Ones migrated into the extreme southwest, going beyond the fabled land of Khem and beyond human exploration. This left the Desert Ones, the Dark Ones, and the Iron Ones.
The three of them maintained what little contact they had and formed a tri-clanship. The Desert Ones became the Wildstone Clan, the Iron ones became the Ironhammer Clan, and the Dark Ones became the Vulcan Clan. The Clans then split up. The Wildstone Clan found rich copper ore deposits to the east and settled in the southern hills and valleys of the Dragonwall Mountains. They would eventually teach Mankind how to make bronze swords with a stone mold.
The Ironhammer Clan moved into the North and West of the Dragonwall, finding rich iron deposits and eventually mastering the Riddle of Steel. The Ironhammer Clan became a white and delightsome people, though unfortunately they learned the recipe of beer brewing from the fabled Khemites. They eventually perfected the making of beer into a variety of ales, lagers, and beers (some with impressive heads). People often wonder if the Ironhammers are just either making steel or getting drunk. Those assumptions aren't true, of course. Only a small percentage of Ironhammer dwarves really touch any sort of alcoholic drink.
The Vulcan Clan moved to an active volcanic island and colonized the island. The Island, said to be the Forge of Hephaestus, became the home of the Vulcan Clan of Dwarves. Their skins, a dark gray, was as suited to the hot environment they tunneled into as everywhere else. The Vulcan Clan constructed a great fortress over the lava lake in the mouth of the volcano, and constructed a small city in the mountain itself. However, living on an active volcano is one thing; and living in one is quite another. Still, they mastered the art of forging ferroplasm, probably due to the high incidence of psionic talent among them.
Both of the Ironhammer Clan and the Wildstone clan uses the regular Dwarf creation rules found in the Patfinder Core Rulebook. Wildstone Dwarf PCs, however, may select the Desert Runner elf trait in lieu of one of the regular Dwarf traits.
The Vulcan clan of Dwarves use the Duergar character creation guidelines in Psionics Unleashed.
ELVES
The Elves of Phoenicia come from five tribes that crossed from their world. The five tribes include the Pelasgiri elves -- who were led by the Pelagsus dynasty; the Fair Elves, the Sea Elves, the Desert Elves, and the Drow. However, splitting of the tribes have happened numerous times. The Sea Elves settled and now live in the Great Sea, the nefarious Drow were mostly driven into caves, and the Desert Elves eke out an existence in the deserts and semi-arid areas of the land. Their history will be described later. As for the Pelasgiri and the Fair Elves ---
The Fair Elves and the Pelagsiri Elves lived beyond the Dragon Wall in what would become the domains of men. The Fair Elves created the kingdom of Arcadia and the Pelagsiri split into dozens of barbarian tribes that lived in the central lands.
Pelagsus taught his barbarian people the secrets of making a rough garment, hunting, and basic agriculture -- although they were barbarians. The Fair Elves, however, built a fledging civilization in Arcadia and started colonies throughout the World: Colonies such as Massalia, Syracuse, Tyr, Asconia, and Verdania. One such colony, Arcanus, traded with the Pelasgus elves of the Mountains above Arcadia.
However, the Pelagsiri became enamored with Fair Elf culture, and eventually became jealous when the Arcadians became petty and cruel in their eyes. In the Middle Bronze Age, the Pelagsiri launched an invasion into Arcadia -- Elf slaying Elf and enslaving elf.
Using the Power of Storm of Vengeance and Waves of Vengeance, entire Arcadian cities were totally destroyed by fire or by sea. Many Fair Elves were put to the sword or caught in chains. In five short years, many strong Fair Elven populations were slaughtered and what was left was scattered to the five winds or enslaved.
The Pelagsiri conquered all of Arcadia and the land of Arcadia had become known as the Grey Realm. Angered as to what happened, the Fair Elves in Massalia gathered together and it was agreed that invasion must be answered. Building ships of war, the Massalians launched a naval war that caused a rift between the two Elf tribes forever.
While some cities, such as Asconia and Verdania, were eventually retaken; many Massalian Fleets were sunk in the depths of the Sea by the forces of the Pelagsiri's command of Magic -- which they inherited from the destruction of Arcadia. The magnificent city of Tyr was eventually razed to the ground by Massalian elves after they couldn't retrieve specific texts from the Library of Magic. Eventually, however, the war was one of a stalemate -- the Massalian Elves had to stop fighting the Pelagsiri Elves in order to preserve their economy. And the Pelagsiri elves were left weakened.
However, without realizing it, the Massalian Elves got the last laugh as Man soon conquered and colonized Arcadia -- shrinking the Pelagsiri city holdings to just five cities. The remaining Pelagsiri elves in Arcadia renamed themselves the High Elves, and their lands the Grey Kingdom after their Grey Queen. And the Massalian Elves called themselves the Massalian Elves; although they hold that their nation is the only Fair Elf nation (which is untrue).
Eventually, slightly weakened, the Massalian nation was invaded by powerful feral trolls. Faced again with the destruction of their culture, the Massalian elves had made pacts with demons for the power to drive the trolls out. Once the pact was made, the Massalian Elves with their new found powers have pushed most of the trolls out of their borders. Currently, several Eastern and Northern forests are in dispute.
As Man expands and form colonies, however, the Elven Range seems to be weakening. Massalia is looking for new lands to start new colonies, so as to ensure that the Fair Elf race and culture can continue.
Both the Massalian Elves and the High Elves are created according to the Elf entry in the Pathfinder Core Rulebook. In Dungeons and Dragons, the two groups are considered Eladrin. However with some differences.
PCs belonging to both groups can choose to have blood feud with each other -- They may take Eternal Grudge, which is directed at one or the other. The differences between the two are cosmetic. Most Massalian Elves have eyes that glow brightly green or have emerald green eyes (others have brown, blue, or hazel eyes). The High Elves have eyes that are blue, brown, grey, orange, or red. The conflict between them is fifteen hundred years old, although both the Grey Queen and the Massalian Council are tired of the smouldering war. Both elves are fair, although the Mediterranean Climate of the Massalia has given some of the Massalians a slight uniform tan.
GNOMES
Gnomes are the rarest of the Major Races, and typically live on the islands of the Great Sea. The Gnomes are typically lovers of magic, music, and the sea. They partake of the bounty of the sea, and generally are seen as dwarf elves (although most elves would deny the connection). Some gnomish societies have dealings with the sea elves.
HALFLINGS
Halflings are so human looking that they are thought to be human crosses of either Ironhammer Dwarves or gnomes. However, this isn't true as Halflings are their own race. They frequently live among humans, but are seen as wanderers through most lands. The Halflings avoid the Hordelands; though. They don't find the term "Halfling" to be derogatory, but they do have a name for themselves in their own tongue which translates to "the People."
HUMANS
The humans are probably seen as children by the Dwarves and the Elves and other races. However, if they were to know the humans' actual history on the planet, the Dwarves and the Elves will realize that they are the "younger" races. The Human's range -- known as the World -- is slowly expanding. However, as the real original race of the planet; humans have colonized virtually everywhere. No changes are needed to the humans from both Pathfinder and the Player's Handbook.
The three of them maintained what little contact they had and formed a tri-clanship. The Desert Ones became the Wildstone Clan, the Iron ones became the Ironhammer Clan, and the Dark Ones became the Vulcan Clan. The Clans then split up. The Wildstone Clan found rich copper ore deposits to the east and settled in the southern hills and valleys of the Dragonwall Mountains. They would eventually teach Mankind how to make bronze swords with a stone mold.
The Ironhammer Clan moved into the North and West of the Dragonwall, finding rich iron deposits and eventually mastering the Riddle of Steel. The Ironhammer Clan became a white and delightsome people, though unfortunately they learned the recipe of beer brewing from the fabled Khemites. They eventually perfected the making of beer into a variety of ales, lagers, and beers (some with impressive heads). People often wonder if the Ironhammers are just either making steel or getting drunk. Those assumptions aren't true, of course. Only a small percentage of Ironhammer dwarves really touch any sort of alcoholic drink.
The Vulcan Clan moved to an active volcanic island and colonized the island. The Island, said to be the Forge of Hephaestus, became the home of the Vulcan Clan of Dwarves. Their skins, a dark gray, was as suited to the hot environment they tunneled into as everywhere else. The Vulcan Clan constructed a great fortress over the lava lake in the mouth of the volcano, and constructed a small city in the mountain itself. However, living on an active volcano is one thing; and living in one is quite another. Still, they mastered the art of forging ferroplasm, probably due to the high incidence of psionic talent among them.
Both of the Ironhammer Clan and the Wildstone clan uses the regular Dwarf creation rules found in the Patfinder Core Rulebook. Wildstone Dwarf PCs, however, may select the Desert Runner elf trait in lieu of one of the regular Dwarf traits.
The Vulcan clan of Dwarves use the Duergar character creation guidelines in Psionics Unleashed.
ELVES
The Elves of Phoenicia come from five tribes that crossed from their world. The five tribes include the Pelasgiri elves -- who were led by the Pelagsus dynasty; the Fair Elves, the Sea Elves, the Desert Elves, and the Drow. However, splitting of the tribes have happened numerous times. The Sea Elves settled and now live in the Great Sea, the nefarious Drow were mostly driven into caves, and the Desert Elves eke out an existence in the deserts and semi-arid areas of the land. Their history will be described later. As for the Pelasgiri and the Fair Elves ---
The Fair Elves and the Pelagsiri Elves lived beyond the Dragon Wall in what would become the domains of men. The Fair Elves created the kingdom of Arcadia and the Pelagsiri split into dozens of barbarian tribes that lived in the central lands.
Pelagsus taught his barbarian people the secrets of making a rough garment, hunting, and basic agriculture -- although they were barbarians. The Fair Elves, however, built a fledging civilization in Arcadia and started colonies throughout the World: Colonies such as Massalia, Syracuse, Tyr, Asconia, and Verdania. One such colony, Arcanus, traded with the Pelasgus elves of the Mountains above Arcadia.
However, the Pelagsiri became enamored with Fair Elf culture, and eventually became jealous when the Arcadians became petty and cruel in their eyes. In the Middle Bronze Age, the Pelagsiri launched an invasion into Arcadia -- Elf slaying Elf and enslaving elf.
Using the Power of Storm of Vengeance and Waves of Vengeance, entire Arcadian cities were totally destroyed by fire or by sea. Many Fair Elves were put to the sword or caught in chains. In five short years, many strong Fair Elven populations were slaughtered and what was left was scattered to the five winds or enslaved.
The Pelagsiri conquered all of Arcadia and the land of Arcadia had become known as the Grey Realm. Angered as to what happened, the Fair Elves in Massalia gathered together and it was agreed that invasion must be answered. Building ships of war, the Massalians launched a naval war that caused a rift between the two Elf tribes forever.
While some cities, such as Asconia and Verdania, were eventually retaken; many Massalian Fleets were sunk in the depths of the Sea by the forces of the Pelagsiri's command of Magic -- which they inherited from the destruction of Arcadia. The magnificent city of Tyr was eventually razed to the ground by Massalian elves after they couldn't retrieve specific texts from the Library of Magic. Eventually, however, the war was one of a stalemate -- the Massalian Elves had to stop fighting the Pelagsiri Elves in order to preserve their economy. And the Pelagsiri elves were left weakened.
However, without realizing it, the Massalian Elves got the last laugh as Man soon conquered and colonized Arcadia -- shrinking the Pelagsiri city holdings to just five cities. The remaining Pelagsiri elves in Arcadia renamed themselves the High Elves, and their lands the Grey Kingdom after their Grey Queen. And the Massalian Elves called themselves the Massalian Elves; although they hold that their nation is the only Fair Elf nation (which is untrue).
Eventually, slightly weakened, the Massalian nation was invaded by powerful feral trolls. Faced again with the destruction of their culture, the Massalian elves had made pacts with demons for the power to drive the trolls out. Once the pact was made, the Massalian Elves with their new found powers have pushed most of the trolls out of their borders. Currently, several Eastern and Northern forests are in dispute.
As Man expands and form colonies, however, the Elven Range seems to be weakening. Massalia is looking for new lands to start new colonies, so as to ensure that the Fair Elf race and culture can continue.
Both the Massalian Elves and the High Elves are created according to the Elf entry in the Pathfinder Core Rulebook. In Dungeons and Dragons, the two groups are considered Eladrin. However with some differences.
PCs belonging to both groups can choose to have blood feud with each other -- They may take Eternal Grudge, which is directed at one or the other. The differences between the two are cosmetic. Most Massalian Elves have eyes that glow brightly green or have emerald green eyes (others have brown, blue, or hazel eyes). The High Elves have eyes that are blue, brown, grey, orange, or red. The conflict between them is fifteen hundred years old, although both the Grey Queen and the Massalian Council are tired of the smouldering war. Both elves are fair, although the Mediterranean Climate of the Massalia has given some of the Massalians a slight uniform tan.
GNOMES
Gnomes are the rarest of the Major Races, and typically live on the islands of the Great Sea. The Gnomes are typically lovers of magic, music, and the sea. They partake of the bounty of the sea, and generally are seen as dwarf elves (although most elves would deny the connection). Some gnomish societies have dealings with the sea elves.
HALFLINGS
Halflings are so human looking that they are thought to be human crosses of either Ironhammer Dwarves or gnomes. However, this isn't true as Halflings are their own race. They frequently live among humans, but are seen as wanderers through most lands. The Halflings avoid the Hordelands; though. They don't find the term "Halfling" to be derogatory, but they do have a name for themselves in their own tongue which translates to "the People."
HUMANS
The humans are probably seen as children by the Dwarves and the Elves and other races. However, if they were to know the humans' actual history on the planet, the Dwarves and the Elves will realize that they are the "younger" races. The Human's range -- known as the World -- is slowly expanding. However, as the real original race of the planet; humans have colonized virtually everywhere. No changes are needed to the humans from both Pathfinder and the Player's Handbook.
Labels:
Dungeons and Dragons,
Fantasy Roleplaying,
Pathfinder,
Phoenicia,
Races
Saturday, May 28, 2011
Shaman Spells
The following Spell list is composed from the World of Warcraft Roleplaying Game, Pathfinder, Horde Player's Guide, and More Magic and Mayhem.
0 level Shaman spells --- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
1st level Shaman spells --- Bane, Bless, Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Evil/Chaos/Good/Law, Detect Undead, Doom, Earth Shock, Endure Elements, Identify, Inflict Light Wounds, Lesser Lightning Guardians, Lesser Lightning Strike, Protection from Chaos/Evil/Good/Law, Remove Fear, Roar, Stasis Trap, Summon Nature's Ally I, War Drums
2nd Level Shaman spells --- Augury, Ancestral Communion, Bear's Endurance, Blessing of Courage and Life, Bull's Strength, Calm Emotions, Call of the Spirits, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Flaming Sphere, Flame Shock, Frost Armor, Gentle Repose, Ghostbane Dirge, Gust of Wind, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Lesser Frost Shock, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, Share Language, Silence, Soothing Word, Summon Nature's Ally II, Weapon of Awe, Wolf Spirit
3rd Level Shaman Spells -- Bear Spirit, Bestow Curse, Blindness/Deafness, Blood Biography, Call Lightning, Channel the Gift, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Elemental Speech, Earthbind Totem, Elemental Speech, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Lightning Strike, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Summon Nature's Ally III, Unravel Destiny, Water Walking
4th Level Shaman Spells --- Ancestral Gift, Blessing of Fervor, Control Water, Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Divine Power, Eagle Spirit, Fire Nova Totem, Frost Shock, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Repel Vermin, Restoration, Spiritual Ally, Summon Nature's Ally IV, Tongues
5th Level Shaman Spells -- Breath of Life, Cleanse, Commune, Disrupting Weapon, Flame Strike, Earth Strike, Greater Gust of Wind, Greater Lightning Strike, Healing Wave, Mass Heroic Fortune, Pillar of Life, Raise Dead, Scrying, Smite Abomination, Snake Staff, Summon Nature's Ally V, Symbol of Pain, Symbol of Sleep, Tremor Totem, Wall of Stone
6th Level Shaman Spells -- Cure Moderate Wounds: Mass, Eagle's Splendor: Mass, Find the Path, Geas/Quest, Greater Frost Shock, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Inflict Wounds, Mass Owl's Wisdom, Strength of Earth Totem, Summon Nature's Ally VI, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall
7th Level Shaman Spells -- Ancestral Shield, Control Weather, Astral Recall, Fire Storm, Greater Scrying, Healing Stream Totem, Mass Cure Serious Wounds, Rampart, Refuge, Reincarnate, Resistance Totem, Sirroco, Stone Tell, Summon Nature's Ally VII, Vortex
8th Level Shaman Spells -- Discern Location, Earthquake, Euphoric Tranquility, Grounding Totem, Magma Totem, Rift of Ruin, Seamantle, Storm Bolts, Summon Nature's Ally VIII, Whirlwind
9th Level Shaman Spells -- Clashing Rocks, Cure Critical Wounds: Mass, Elemental Swarm, Exorcise, Foresight, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Windfury Weapon
0 level Shaman spells --- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
1st level Shaman spells --- Bane, Bless, Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Evil/Chaos/Good/Law, Detect Undead, Doom, Earth Shock, Endure Elements, Identify, Inflict Light Wounds, Lesser Lightning Guardians, Lesser Lightning Strike, Protection from Chaos/Evil/Good/Law, Remove Fear, Roar, Stasis Trap, Summon Nature's Ally I, War Drums
2nd Level Shaman spells --- Augury, Ancestral Communion, Bear's Endurance, Blessing of Courage and Life, Bull's Strength, Calm Emotions, Call of the Spirits, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Flaming Sphere, Flame Shock, Frost Armor, Gentle Repose, Ghostbane Dirge, Gust of Wind, Heroic Fortune, Hold Person, Inflict Moderate Wounds, Lesser Frost Shock, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, Share Language, Silence, Soothing Word, Summon Nature's Ally II, Weapon of Awe, Wolf Spirit
3rd Level Shaman Spells -- Bear Spirit, Bestow Curse, Blindness/Deafness, Blood Biography, Call Lightning, Channel the Gift, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Elemental Speech, Earthbind Totem, Elemental Speech, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Lightning Strike, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Summon Nature's Ally III, Unravel Destiny, Water Walking
4th Level Shaman Spells --- Ancestral Gift, Blessing of Fervor, Control Water, Cure Critical Wounds, Dimensional Anchor, Dismissal, Divination, Divine Power, Eagle Spirit, Fire Nova Totem, Frost Shock, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Repel Vermin, Restoration, Spiritual Ally, Summon Nature's Ally IV, Tongues
5th Level Shaman Spells -- Breath of Life, Cleanse, Commune, Disrupting Weapon, Flame Strike, Earth Strike, Greater Gust of Wind, Greater Lightning Strike, Healing Wave, Mass Heroic Fortune, Pillar of Life, Raise Dead, Scrying, Smite Abomination, Snake Staff, Summon Nature's Ally V, Symbol of Pain, Symbol of Sleep, Tremor Totem, Wall of Stone
6th Level Shaman Spells -- Cure Moderate Wounds: Mass, Eagle's Splendor: Mass, Find the Path, Geas/Quest, Greater Frost Shock, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Inflict Wounds, Mass Owl's Wisdom, Strength of Earth Totem, Summon Nature's Ally VI, Symbol of Fear, Symbol of Persuasion, Wind Walk, Word of Recall
7th Level Shaman Spells -- Ancestral Shield, Control Weather, Astral Recall, Fire Storm, Greater Scrying, Healing Stream Totem, Mass Cure Serious Wounds, Rampart, Refuge, Reincarnate, Resistance Totem, Sirroco, Stone Tell, Summon Nature's Ally VII, Vortex
8th Level Shaman Spells -- Discern Location, Earthquake, Euphoric Tranquility, Grounding Totem, Magma Totem, Rift of Ruin, Seamantle, Storm Bolts, Summon Nature's Ally VIII, Whirlwind
9th Level Shaman Spells -- Clashing Rocks, Cure Critical Wounds: Mass, Elemental Swarm, Exorcise, Foresight, Regenerate, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Windfury Weapon
Labels:
Dungeons and Dragons,
Orc Magic,
Orcs,
Pathfinder,
roleplaying games
Thursday, May 26, 2011
The Shaman
Orc society are an animist society that does not worship an actual deity, but venerates many spirits -- ancestral spirits, animal spirits, plant spirits, elemental spirits, and so on.
The Wise among them are not witches, nor warlocks, but people called shamans. Shamanism among the Orcs is also called Heathenism around certain circles. Shamans guide others in their spiritual matters and act as a bridge from the physical world and the spirit world. While seemingly serene, the shaman can unleash the power of his totem spirits.
The Shaman is a variant of the cleric. A variant on this class is perfect for low magic campaigns, see the Genius Guide to The Shaman for details, and here for the OGC.
Game Mechanics
Alignment: Shamans from human, wild and jungle elf clans, the Wildstone dwarves, and the Orcs can typically be of any alignment; although the human shamans tend to be Lawful (since they follow the ancient laws). Other shamans tend to be chaotic because they follow their hearts.
Hit Die: d8.
Sample Totem Animal list ---
The Wise among them are not witches, nor warlocks, but people called shamans. Shamanism among the Orcs is also called Heathenism around certain circles. Shamans guide others in their spiritual matters and act as a bridge from the physical world and the spirit world. While seemingly serene, the shaman can unleash the power of his totem spirits.
The Shaman is a variant of the cleric. A variant on this class is perfect for low magic campaigns, see the Genius Guide to The Shaman for details, and here for the OGC.
Game Mechanics
Alignment: Shamans from human, wild and jungle elf clans, the Wildstone dwarves, and the Orcs can typically be of any alignment; although the human shamans tend to be Lawful (since they follow the ancient laws). Other shamans tend to be chaotic because they follow their hearts.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Class Skills: The shaman’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Linguistics (Int), Perform (ritual) (Cha)g, Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks Per Level: 2 + Int modifier.
Changes:
Spontaneous Casting: Good-aligned shamans can spontaneously cast cure spells, while evil-aligned shamans can spontaneously cast inflict spells. Neutral shamans must choose either cure or inflict spells at 1st level, and the choice cannot be reversed later.
Turn or Rebuke: Shamans can turn or rebuke elementals. At 1st level, the shaman chooses a favored
element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later.
Domains: Shamans gain access to domains associated with their particular Totem animal. See below.
Aura and Channel Energy is exchanged for the following abilities ---
• 1st Level—Augur (Sp): The gift of the sight is a curse for many, but the shaman has long since mastered the ways of readings omens, signs and portents. Using the skill bestowed upon him by the spirits, the shaman can see into the spirit world and prophesy. He has the ability to cast the spell augury once per day as a spell-like ability; his caster level equals his shaman path level.
Totem Animal (Sp): The Shaman gains a totem animal to guide him through life. This is selected by the player. The Shaman's spirit animal is his or her spirit guide through the Spirit World and can lead him to hidden knowledge. It can also offer certain bonuses for certain skill checks.
Sample Totem Animal list ---
Wolf -- Wolf is the family totem, and is associated with duty towards family, their ferocity in battle, and their ability to travel. Orcs breed and use wolves for mounts. Wolf totems offer +2 to Intimidate and Survival checks. Shamans who are wolf shamans gain the Community, Strength, and Travel domains. Associated sub-domains include: Family, Ferocity, and Exploration.
Eagle -- Eagle is a leader's totem. Eagles are associated with leadership, pride, and exaltant thoughts. Eagle totems offer +2 to Diplomacy and Knowledge (politics) checks and also the Leadership feat. Eagle Shamans have access to the Air, Glory, Nobility, and Travel domains. Subdomains include: Wind, Honor, Leadership, and Trade.
Dog -- Dog is known for his loyalty to family, tribe, clan, or nation. Dog will be loyal even unto death. Dog totems offer +2 to Diplomacy and Sense Motive checks. Dog Shamans have access to Community, Good, and Protection domains. Subdomains include: Family, Archon, and Defense.
Dolphin -- Dolphins are known for their friendliness towards all humanoids (except sahuagin). They are also well known for their sexual appetites, and will protect a man and save him from drowning. Dolphin totems offer +2 to Swim and Perform (sexual techniques). Dophin shamans have access to Community, Charm, Good, Protection, and Water domains. Subdomains include: Family, Love, Azata, Defense, and Ocean.
Lion -- Lion is another leader's totem. Lions do not compete with Eagle, but represent power, strength, glory, and nobility. Lion is the King of Beasts. Lion shamans gain +2 on Diplomacy and Knowledge (nobility) checks and also the Leadership feat. Lion grants the Animal, Glory, Nobility, and Strength domains. Subdomains include: Fur, Honor, Leadership, and Resolve.
Coyote -- Coyote, the great trickster. Coyote is independent and typically does anything it wants. Coyote grants +2 on two skills of the Shaman's choosing but the Shaman must be Chaotic in alignment. Coyote grants access to all the domains but no sub-domains. Favored weapon is the Shaman's own choosing.
Snake -- Snake is a healer's totem rather than a fighter's totem. Snake shamans are expert healers, and are typically very wise. Snake offers access to the Good, Healing, Knowledge, and Scalykind domains. Subdomains include: Azata, Thought, and Restoration.
Dienonychus -- also called Raptor or Carver, Dienonychus is a pack animal that is incredibly clever. The dienonychus are superb hunters and are typically maintained by orcs for taming purposes. Dienonychus offers +2 on perception checks and the track feat. Dienonychus offers access to the Knowledge, Scalykind, and Travel domains. Subdomains include: Memory, Saurian, and Exploration.
• 4th Level—Flametongue/Frostbrand (Su): A shaman learns to capture an elemental spirit within a weapon he wields. By sacrificing any prepared spell slot of 1st level or higher, a shaman can imbue a weapon with either the flaming or frost special weapon properties. A weapon cannot bear both elemental weapon properties at once, and it loses its special property if it leaves the shaman’s hands. A shaman can imbue a weapon this way once per day. Doing so is a standard action that provokes attacks of opportunity. The property lasts for a number of rounds equal to 1 + his Spirit modifier (minimum 1 round). This property can be suppressed for 1d4 rounds by a dispel magic targeted on the weapon. The shaman gains an additional use of this ability per day at 8th and 12th level. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
• 8th Level—Ghost Totem (Su): The shaman gains the ability to turn himself into the animal of his totem with a ghostly white appearance. For instance, if his totem animal is a wolf, he turns into a wolf with a ghostly white pelt. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until the shaman changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
• 12th Level—Purge (Su): The shaman has learned how to snuff out the threads of magic that fuel spells empowering other creatures. The shaman can make a dispel check (1d20 + shaman’s caster level, maximum +10) against any beneficial transmutation spell currently in effect on a target (e.g., bull’s strength). The DC for this dispel check is 11 + the spell’s caster level. If the shaman succeeds, the spell is dispelled; if he fails, the spell remains in effect, and the shaman cannot make
another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any).
another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any).
• 16th Level—Rebirth (Su): By sacrificing a prepared spell slot of 5th level or higher, the shaman can bring a dead comrade back to life. This ability functions exactly like the spell resurrection, with the following exceptions. The slain comrade cannot have been dead for more than 8 hours and must have the same affiliation or alignment as the shaman. A shaman may do this once per day at 16th level and twice per day at 20th level.
-----------------------------------------------------
Shaman Spells.
Shamans depend on an entirely different spell list than the Cleric.
----------
OGL section 15:
World of Warcraft Roleplaying Game. Copyright 2005 by Blizzard Entertainment
More Magic and Mayhem. Copyright 2005 by Blizzard Entertainment.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Labels:
Dungeons and Dragons,
Orc Magic,
Orcs,
Pathfinder,
roleplaying games
Wednesday, May 25, 2011
Orc Feats of Cunning and Daring!
From Orcs of Golarion and the Horde Player's Guide
Amplified Rage (Teamwork)When adjacent to other raging allies, your rages become even more powerful.
Prerequisite: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Blood Vengeance
Seeing an ally fall in combat fills you with berserk fury.
Brutal Grappler (Combat, Teamwork)
When helping your ally grapple, you can do damage to the target.
Craft Totem [Item Creation]
You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit: You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price
in experience points and use up raw materials costing 1/2 of this base price.
When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.
A totem is a small wooden object, usually painted with fearsome shamanic or voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem’s magic activates, just as if you had cast the spell. The magical effect stops when the spell’s duration expires. The totem can be used only once.
Double Totem [Totemic]
You can combine two totems into one.
Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell.
Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides
the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities.
Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with Totemic Protection (see below).
Enduring Totems [Totemic]
Your totems last longer.
Prerequisite: Extend Spell, ability to cast at least one totem spell.
Benefit: Totems you create last double the listed duration.
Evasive Totems [Totemic]
Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability. Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases
by +2, and the totem receives a +2 bonus on Reflex saves.
If you take this feat twice, totems you create have improved evasion, which means that they take no
damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.
Ferocious Tendency (Combat)
You spit in the face of death.
Fetish Spell [Metamagic]
You can use totems to increase the power of your spells.
Prerequisite: Ability to cast three totem spells.
Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence,
vampiric aura or war drums. Your totem feats affect the fetish spell just as they do other totems.
A fetish spell uses up a spell slot the same level as the spell’s actual level.
Follower of the Ancestors [General]
You have pursued advanced training in the shamanistic traditions of your people and can tap into the spiritual strength of your ancestors.
Prerequisites: Wisdom 15, Follower of the Totem, Vision Quest (see below), orc, human, Jungle elf, Wildstone dwarf, or character level 8+.
Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier (minimum 1 round). You may still activate your Follower of the Totem feat once per day, although the
bonuses do not stack.
Gore Fiend (Combat)
Horrible wounds on your enemies or yourself makes your blood sing.
Penetrating Totems [Totemic]
Your totems are exceptionally effective at overcoming an opponent’s defenses.
Prerequisite: Ability to cast at least one totem spell.
Benefit: The save DC to resist the effects of your totems is +1 point higher. Furthermore, when you attempt to penetrate an opponent’s spell resistance with one of your totems, you receive a +2 bonus. These benefits stack with similar bonuses, such as the Spell Penetration feat.
Shamanistic Inspiration [General]
Your connection to the spirits allows you to have an inkling of what the future holds.
Prerequisites: Wisdom 15, Follower of the Totem, human, jungle elf, Wildstone dwarf, or character level 8+.
Benefit: You can use augury as a spell-like ability once per day.
Skittering Totems [Totemic]
Your totems have the ability to move.
Prerequisite: Totem Throwing (see below), ability to cast at least one totem spell.
Benefit: Your totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move.
Normal: Totems cannot move.
Snake Dancer [General]
You know the ritualized snake dance of your tribe.
Prerequisites: Perform (dance) 5 ranks, Tumble 5 ranks, Shadowclan or Desert Vipers.
Benefit: Your skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Tumble checks. You can try to tumble past or through enemies at full speed by accepting a –5 penalty on your Tumble check.
Normal: Accelerated tumbling imposes a –10 penalty on the Tumble check.
Solid Totems [Totemic]
Your totems are exceptionally resistant to damage.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points.
Normal: Totems normally have hardness 5 and 2 hit points per caster level.
Speaker of the Earth [General]
Through meditation and expert training, you have learned to speak with the Earth.
Prerequisites: Wisdom 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below).
Benefit: Once per day as a free action, you may channel
the spirit of the Earth. You gain a +8 sacred bonus on
Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Fang [General]
Through meditation and training, you have learned to speak with the spirits of predatory animals.
Prerequisite: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred
bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Hoof [General]
Through meditation and training, you have learned to speak with the spirits of grazing animals.
Prerequisites: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10-
foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per
point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Seed [General]
Through meditation and advanced training, you have learned to speak with the spirits of plants.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant’s
resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Sky [General]
Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain
resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the
type of energy resistance upon activating this ability.
The resistance lasts for 1d4 rounds, +1 round per your Spirit modifier (minimum 1 round). This is a
supernatural ability.
Sympathetic Rage (combat)
Totem Expansion [Totemic]
You are adept at creating larger and more effective totems.
Prerequisite: Ability to cast at least one totem spell. Benefit: Totems you create increase their range by +10 feet.
Totem Throwing [Totemic]
You can create totems a short distance away from yourself.
Prerequisite: At least one other totemic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, “Throw Splash Weapon”). If the attack misses, the attack deviates like other splash weapons,
but not more than 1 square. Thrown totems have a range increment of 5 feet.
Normal: Totems may only be created at a grid intersection at one of the corners of your square.
Totemic Protection [Totemic]
You can protect your totems with a defensive spell applied at the time of casting.
Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on
the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area.
You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots.
Vision Quest [General]
You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world.
Prerequisite: You must have successfully completed a vision quest ( to be described later).
Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against
enchantment spells.
------------------------------------------
OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment
World of Warcraft: Alliance Player’s Guide Copyright 2006, Blizzard Entertainment
World of Warcraft: Horde Player’s Guide Copyright 2006, Blizzard Entertainment
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve
Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Amplified Rage (Teamwork)When adjacent to other raging allies, your rages become even more powerful.
Prerequisite: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Blood Vengeance
Seeing an ally fall in combat fills you with berserk fury.
Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.
Brutal Grappler (Combat, Teamwork)
When helping your ally grapple, you can do damage to the target.
Prerequisites: Half-orc or orc.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.
Craft Totem [Item Creation]
You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit: You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price
in experience points and use up raw materials costing 1/2 of this base price.
When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.
A totem is a small wooden object, usually painted with fearsome shamanic or voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem’s magic activates, just as if you had cast the spell. The magical effect stops when the spell’s duration expires. The totem can be used only once.
Double Totem [Totemic]
You can combine two totems into one.
Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell.
Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides
the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities.
Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with Totemic Protection (see below).
Enduring Totems [Totemic]
Your totems last longer.
Prerequisite: Extend Spell, ability to cast at least one totem spell.
Benefit: Totems you create last double the listed duration.
Evasive Totems [Totemic]
Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability. Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases
by +2, and the totem receives a +2 bonus on Reflex saves.
If you take this feat twice, totems you create have improved evasion, which means that they take no
damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.
Ferocious Tendency (Combat)
You spit in the face of death.
Prerequisites: Half-orc or orc, ferocity racial trait, rage class feature.
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point.
For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point.
For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Fetish Spell [Metamagic]
You can use totems to increase the power of your spells.
Prerequisite: Ability to cast three totem spells.
Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence,
vampiric aura or war drums. Your totem feats affect the fetish spell just as they do other totems.
A fetish spell uses up a spell slot the same level as the spell’s actual level.
Follower of the Ancestors [General]
You have pursued advanced training in the shamanistic traditions of your people and can tap into the spiritual strength of your ancestors.
Prerequisites: Wisdom 15, Follower of the Totem, Vision Quest (see below), orc, human, Jungle elf, Wildstone dwarf, or character level 8+.
Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier (minimum 1 round). You may still activate your Follower of the Totem feat once per day, although the
bonuses do not stack.
Gore Fiend (Combat)
Horrible wounds on your enemies or yourself makes your blood sing.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage.
Penetrating Totems [Totemic]
Your totems are exceptionally effective at overcoming an opponent’s defenses.
Prerequisite: Ability to cast at least one totem spell.
Benefit: The save DC to resist the effects of your totems is +1 point higher. Furthermore, when you attempt to penetrate an opponent’s spell resistance with one of your totems, you receive a +2 bonus. These benefits stack with similar bonuses, such as the Spell Penetration feat.
Shamanistic Inspiration [General]
Your connection to the spirits allows you to have an inkling of what the future holds.
Prerequisites: Wisdom 15, Follower of the Totem, human, jungle elf, Wildstone dwarf, or character level 8+.
Benefit: You can use augury as a spell-like ability once per day.
Skittering Totems [Totemic]
Your totems have the ability to move.
Prerequisite: Totem Throwing (see below), ability to cast at least one totem spell.
Benefit: Your totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move.
Normal: Totems cannot move.
Snake Dancer [General]
You know the ritualized snake dance of your tribe.
Prerequisites: Perform (dance) 5 ranks, Tumble 5 ranks, Shadowclan or Desert Vipers.
Benefit: Your skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Tumble checks. You can try to tumble past or through enemies at full speed by accepting a –5 penalty on your Tumble check.
Normal: Accelerated tumbling imposes a –10 penalty on the Tumble check.
Solid Totems [Totemic]
Your totems are exceptionally resistant to damage.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points.
Normal: Totems normally have hardness 5 and 2 hit points per caster level.
![]() |
from Mongoose Publishing |
Through meditation and expert training, you have learned to speak with the Earth.
Prerequisites: Wisdom 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below).
Benefit: Once per day as a free action, you may channel
the spirit of the Earth. You gain a +8 sacred bonus on
Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Fang [General]
Through meditation and training, you have learned to speak with the spirits of predatory animals.
Prerequisite: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred
bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Hoof [General]
Through meditation and training, you have learned to speak with the spirits of grazing animals.
Prerequisites: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10-
foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per
point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Seed [General]
Through meditation and advanced training, you have learned to speak with the spirits of plants.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant’s
resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.
Speaker of the Sky [General]
Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain
resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the
type of energy resistance upon activating this ability.
The resistance lasts for 1d4 rounds, +1 round per your Spirit modifier (minimum 1 round). This is a
supernatural ability.
Sympathetic Rage (combat)
Seeing an ally enter a rage causes you to enter a rage-like state.
Prerequisites: Half-orc or orc, non-lawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued.
Totem Expansion [Totemic]
You are adept at creating larger and more effective totems.
Prerequisite: Ability to cast at least one totem spell. Benefit: Totems you create increase their range by +10 feet.
Totem Throwing [Totemic]
You can create totems a short distance away from yourself.
Prerequisite: At least one other totemic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, “Throw Splash Weapon”). If the attack misses, the attack deviates like other splash weapons,
but not more than 1 square. Thrown totems have a range increment of 5 feet.
Normal: Totems may only be created at a grid intersection at one of the corners of your square.
Totemic Protection [Totemic]
You can protect your totems with a defensive spell applied at the time of casting.
Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on
the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area.
You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots.
Vision Quest [General]
You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world.
Prerequisite: You must have successfully completed a vision quest ( to be described later).
Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against
enchantment spells.
------------------------------------------
OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment
World of Warcraft: Alliance Player’s Guide Copyright 2006, Blizzard Entertainment
World of Warcraft: Horde Player’s Guide Copyright 2006, Blizzard Entertainment
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve
Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Labels:
Dungeons and Dragons,
Galatea,
Orc Feats,
Orcs,
Pathfinder,
roleplaying games
Tuesday, May 24, 2011
ORC RACIAL TRAITS
![]() |
I did this, Work-in-Progress though |
Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
Normal Speed: Orc base land speed is 30 feet.
Low-Light Vision: Orcs can normally see two times farther than a human in starlight, moonlight, torchlight and similar conditions of poor illumination. Orcs retain the ability to distinguish color under these conditions.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.
The orc may rage only once per day.
If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage one additional time per day. Regardless, an orc may rage only once per encounter.
+2 racial bonus on Handle Animal (wolf) and Intimidate checks: Intimidate is a class skill for all orcs.
+1 racial bonus on attacks against humans: Orcs have a longstanding enmity with humans.
Automatic Languages: Common and Orcish.
RACE TRAITS
Only Orcs and Half-orcs may select these traits.
Amazingly Ugly: Your skull is misshapen in a grotesque way. You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.
Beast Rider: You have a knack for breaking animals to your will, though you know little of civilized training methods. You gain a +2 trait bonus on Ride checks, but should you ever be forcibly dismounted in combat, your mount attacks you to the best of its ability.
Big Mouth: You have an innate ability to weave stories about yourself that extol your might and prowess. Yougain a +1 trait bonus on all Bluff, Intimidate, and Perform (oratory) checks made against orcs.
Brute: You are an especially large and hulking individual, and when you strike, you aim to deliver the maximum amount of pain. Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Deadeye: You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.
Demented Inventor: You adore crafting new and ever more creative weapons, and some of them even work. You gain a +2 trait bonus on Craft (weapons) checks, and it becomes a class skill.
Dirty Fighter: You were raised to fight with every dirty trick in the book. You receive a +3 trait bonus on all attempts to feint in combat using your Bluff skill.
Mindlessly Cruel: You take delight in delivering vicious blows with cruel weapons. Whenever you have a morale bonus on weapon a ttack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Outcast: You are adept at living away from tribes and receive a +1 trait bonus on Survival skill checks. Survival becomes a class skill for you.
Rage of Storms: Summoned creatures can inherit your ferocity. Once per day, a creature you summon creature can have the ferocity ability (Pathfinder RPG Bestiary 300).
Tribal: You are especially devoted to your tribe, and within 60 feet of a tribal standard, you gain a +1 trait bonus on attack rolls and Will saves against fear effects, as if you were the recipient of a bless spell.
Tusked: Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Unbreakable Hate: Your ferocity is focused into your spells, and it is harder to break your concentration. You receive a +2 trait bonus on all concentration checks.
---------------------
OGL Section 15:
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
Labels:
DAZ Studio,
Dungeons and Dragons,
Orcs,
Pathfinder,
Renders,
roleplaying games
Monday, May 23, 2011
The Tribes of the Hordelands
The Orcs and the People of the Hordelands
nlike the civilized lands of Man and the Kingdom of the Elves, and the Kingdom of the Dwarves, there is no recognized government in the Hordelands, which is dominated by Orcs. In fact, the Elves live under Absolutist governments, the Ironhammer Dwarves live under a progressive feudal government, and the humans have their city states -- Republics, Kingdoms, Democracies, Timocracies, and Oligarchies.
One would be surprised that the people of the Hordelands, the orcs and the humans and some wild elven tribes, still live at a more primitive level than those of the Known World of Man, or the Elven Kingdoms. This is a result that the terrain is wide open and much more harsh than what would have been guessed. The land was never conquered, and in the Orc Wars past, never been proven to be conquered. The people could never adopt the civilized ways of Man or Elf.
THE ORC TRIBES
The tribal society of the orc people is composed of four types of people: princes or chieftains, bondsmen, and thralls. The basic social organization among the tribe is the bro or the extend family group, who live on the common land called the tref. The orcs have organized these trefs into larger groups, which they call commotes. Greater still are organizations called cantrefs which is the equivalent of a dukedom or a small tribal kingdom. Commotes and cantrefs are ruled by a tribal cheiftain.
As one continues deeper into the lands of the Orcs, however, you come across tribes who have adopted the fashion of painting themselves with woad or tattooing themselves with tribal black and blue inks. They are wild, and beyond civilizing. Called the Painted Ones by their own people, they are a fierce people feared by their own people.
Many times in the history of the Orcs, did the Silverfangs came up against them. And the battles have created firm boundaries. The people in the Central and Western Hordelands tend to be independent and strong. They are less civilized, and only in the halls of the High Queens and War Chiefs can one find living standards that are comparable to those in human cities. Anything like chivalry is practiced by an elite few; the majority of the population are wild Heathens living in tune with nature.
ORC SOCIETY
Orc society is similar to other tribal societies in a lot of respects. Their day to day life differs little than that of other heathen societies. However, their culture is unique among the nations since they hold orc women in higher esteem than men. Inheritance among the less civilized orc tribes is matrilineal, that is property is passed from mother to daughter instead of father to son; with a son being considered only if there are no female kin. Orc women rule deep orc society at all levels. Although Orc Men are as proud and able as men in other cultures, but alongside them the women enjoy higher status. Hence, many women hunt and fight as well as the men, and many men can cook, sew, and forage as well as women. Although there is some specialization, but any individual can fill the roles that are traditional to tribal life. Although clans like the Desert Vipers, the Silver Fangs, the Shadowclan, and the Blood Talons are patriarchal in nature; clans like the Humble Bear, the Silver Badger, and other clans are matriarchal in arrangement. this arrangement can be confusing to visitors from other lands. Great care must be taken to ensure the proper respect to the orc women of the Hordelands.
The orcs are well versed in their own histories. They can trace their ancestors right back to their native world and beyond. These ancestors can be contacted by the tribal shaman. The ancestors can often give advice and insight in times of need.
The Orc clans of the central and western Hordelands are similar in many ways to the tribes of their native lands. They were formed by the leaders of the first orcs, each given a portion of the land divided up to them by the leader Durotog. Durotog also taught the orcs the lore of arbitration, politics, leadership, nobility, and warfare; which are still passed from generation to generation till today. The orcs are not all of equal standing, however.
Elf Hunting by ~Spike4072 on deviantART
The most important rules over the whole clan, whether it be a he or a she. So, her or his most important relations manage the fortifications and their attendant populations. The more distant relations rule over smaller areas, such as a town or a village. Orcs have a number of freemen who are masters of crafts: such as blacksmithing, jewelrymaking, fletching, bowmaking, pottery making, wolf breeding, raptor breeding, and other crafts. The queens and chiefs oversee laws and dispense justice through a mixture of tradition and diplomacy. However many of the common orcs disagree with the rulings. Although it might be peaceful in the Bloodtalons and the Silverfangs' ruling halls, in other places there can be disputes over the pronouncements of the chieftains and the queens.
-----------------------------------------------------------
CLAN SPIRITS
Patriarchal
Silverfangs -> Wolf --> Summer Solstice
Bloodtalons -> Deinonychus --> Spring Equinox
Clan of the Shattered Sword --> Cave Bear --> Autumn Equinox
Shadowclan --> Black Adder -->Winter Equinox
Desert Vipers --> cobra --> Autumn Equinox
Deadeyes --> Golden Eagle --> Summer Solstice
Matriarchal
Jaguars -> Cat --> Summer Solstice
Fleetfoots -> Hare --> Autumn Equinox
Tree Dwellers -> Osprey --> Winter Solstice
Whitmanes -> Lion --> Spring Equinox
Gilmora Clan -> Roebuck --> Summer Solstice
Asterna --> Badger --> Autumn Equinox
Queen Fishers --> Salmon --> Spring Equinox
--------------------
Part 2 tomorrow.
nlike the civilized lands of Man and the Kingdom of the Elves, and the Kingdom of the Dwarves, there is no recognized government in the Hordelands, which is dominated by Orcs. In fact, the Elves live under Absolutist governments, the Ironhammer Dwarves live under a progressive feudal government, and the humans have their city states -- Republics, Kingdoms, Democracies, Timocracies, and Oligarchies.
One would be surprised that the people of the Hordelands, the orcs and the humans and some wild elven tribes, still live at a more primitive level than those of the Known World of Man, or the Elven Kingdoms. This is a result that the terrain is wide open and much more harsh than what would have been guessed. The land was never conquered, and in the Orc Wars past, never been proven to be conquered. The people could never adopt the civilized ways of Man or Elf.
THE ORC TRIBES
The tribal society of the orc people is composed of four types of people: princes or chieftains, bondsmen, and thralls. The basic social organization among the tribe is the bro or the extend family group, who live on the common land called the tref. The orcs have organized these trefs into larger groups, which they call commotes. Greater still are organizations called cantrefs which is the equivalent of a dukedom or a small tribal kingdom. Commotes and cantrefs are ruled by a tribal cheiftain.
As one continues deeper into the lands of the Orcs, however, you come across tribes who have adopted the fashion of painting themselves with woad or tattooing themselves with tribal black and blue inks. They are wild, and beyond civilizing. Called the Painted Ones by their own people, they are a fierce people feared by their own people.
Many times in the history of the Orcs, did the Silverfangs came up against them. And the battles have created firm boundaries. The people in the Central and Western Hordelands tend to be independent and strong. They are less civilized, and only in the halls of the High Queens and War Chiefs can one find living standards that are comparable to those in human cities. Anything like chivalry is practiced by an elite few; the majority of the population are wild Heathens living in tune with nature.
ORC SOCIETY
Orc society is similar to other tribal societies in a lot of respects. Their day to day life differs little than that of other heathen societies. However, their culture is unique among the nations since they hold orc women in higher esteem than men. Inheritance among the less civilized orc tribes is matrilineal, that is property is passed from mother to daughter instead of father to son; with a son being considered only if there are no female kin. Orc women rule deep orc society at all levels. Although Orc Men are as proud and able as men in other cultures, but alongside them the women enjoy higher status. Hence, many women hunt and fight as well as the men, and many men can cook, sew, and forage as well as women. Although there is some specialization, but any individual can fill the roles that are traditional to tribal life. Although clans like the Desert Vipers, the Silver Fangs, the Shadowclan, and the Blood Talons are patriarchal in nature; clans like the Humble Bear, the Silver Badger, and other clans are matriarchal in arrangement. this arrangement can be confusing to visitors from other lands. Great care must be taken to ensure the proper respect to the orc women of the Hordelands.
The orcs are well versed in their own histories. They can trace their ancestors right back to their native world and beyond. These ancestors can be contacted by the tribal shaman. The ancestors can often give advice and insight in times of need.
The Orc clans of the central and western Hordelands are similar in many ways to the tribes of their native lands. They were formed by the leaders of the first orcs, each given a portion of the land divided up to them by the leader Durotog. Durotog also taught the orcs the lore of arbitration, politics, leadership, nobility, and warfare; which are still passed from generation to generation till today. The orcs are not all of equal standing, however.
Elf Hunting by ~Spike4072 on deviantART
The most important rules over the whole clan, whether it be a he or a she. So, her or his most important relations manage the fortifications and their attendant populations. The more distant relations rule over smaller areas, such as a town or a village. Orcs have a number of freemen who are masters of crafts: such as blacksmithing, jewelrymaking, fletching, bowmaking, pottery making, wolf breeding, raptor breeding, and other crafts. The queens and chiefs oversee laws and dispense justice through a mixture of tradition and diplomacy. However many of the common orcs disagree with the rulings. Although it might be peaceful in the Bloodtalons and the Silverfangs' ruling halls, in other places there can be disputes over the pronouncements of the chieftains and the queens.
-----------------------------------------------------------
CLAN SPIRITS
By Retron (self-made now) [Public domain], via Wikimedia Commons |
Patriarchal
Silverfangs -> Wolf --> Summer Solstice
Bloodtalons -> Deinonychus --> Spring Equinox
Clan of the Shattered Sword --> Cave Bear --> Autumn Equinox
Shadowclan --> Black Adder -->Winter Equinox
Desert Vipers --> cobra --> Autumn Equinox
Deadeyes --> Golden Eagle --> Summer Solstice
Matriarchal
Jaguars -> Cat --> Summer Solstice
Fleetfoots -> Hare --> Autumn Equinox
Tree Dwellers -> Osprey --> Winter Solstice
Whitmanes -> Lion --> Spring Equinox
Gilmora Clan -> Roebuck --> Summer Solstice
Asterna --> Badger --> Autumn Equinox
Queen Fishers --> Salmon --> Spring Equinox
--------------------
Part 2 tomorrow.
Labels:
Dungeons and Dragons,
Orc Society,
Orcs,
Pathfinder,
roleplaying games
Orc History
![]() |
Orc (Thrall from World of Warcraft) |
The elves believe that they are the offspring of Loricen the Hunter, one of their Gods who was corrupted by his very nature. The Ironhammer Dwarves are much, much more pragmatic. Their histories tell that the orcs came from another world to spread their viciousness and bloodthirsty ways of conquest.
The truth, is of course, stranger than all of these. First of all, the orcs are from another world. They are from the same world as the orcs of another forgotten realm. Although they worshipped a God of Conquest, the revelation that he was a demon had the result of orcs returning to their Shamanistic ways -- the ways of the Heathen and worship of their Ancestors.
Heracles, however, did have a relationship with the orcs. He traveled to the Hordelands to complete a particular labor, and the Orc Queen at the time -- Draeneroe of the Silverfangs, did become enamoured with him. She demanded that he would be her Prince Consort for a year and a day before he could complete one of his labors. Heracles complied and gave her two children over two years of staying with her. Her two children sired by Heracles -- the half orcs Drocan and Trizgu'ul, became the Princes of the Silverfang tribe and the Blood Talons.
As for the Elven legend, the Orcs of the Hordelands claim descent from the Lost elven nation of Gilmaris that used to occupy a part of the Hordelands. What possessed the Elves of Gilmaris -- a nation of Amazon Elves -- to intermarry with the whole orc nation? Simple. The elves of Gilmaris were made up of all women and they needed to propagate. Instead of the Elven men of their nation, who joined Pelagsus and his tribe of elves for want of affection, the Gilmaris elves turned to the orcs. Over five generations, the whole of Gilmaris had become all orc -- creating three small tribes and spreading a hint of Elven Blood across the orc population.
The orcs of the Hordelands are brutal in combat, their elven and human bloodlines has granted them a feral grace an a brutal passion that compares to the best Elvish Duelist and Human Swordsman. People on the outside believe that an orc relishes in Battle, however in truth orcs are a peace loving people if ugly. The fact that they fought with humans and elves when they came from their world in an attempt of world conquest has made them bitter enemies of elves and the humans. Despite their periods of barbarity, they are a peace loving people.
------
On their native world, the Orcs lived peaceful lives as shamans and ancestor worshipers. They learned to regard the Land and to at least revere the Spirits of the Land, the Water, and the Sky with respect if not outright reverence and worship.
Back then, the orcs lived a quiet life. Their technology staying at the Bronze Age or at the Copper Age for a good, long time. Their native world was a peaceful place -- and orc artists concentrated on realism in their rock paintings and rock art. The orcs hunted the graceful tabulk, the mighty roe buck and hart doe, and followed the migrations of buffalo, bison, and wild cattle. They became wanderers, peaceful and loving.
However, everything changed when one shaman had a vision. A vision of a God that will lead the orcs to conquest and glory. Called the God of Conquest, the shaman became the defacto leader of several tribes and started turning them into warriors with no parallel. The shaman's name was Talun-karku, who was also famous for having twenty wives and creating the entire Shadowclan through his descendants.
Talun-karku introduced his new magic, the magic secrets he received from the God of Conquest, which was abhorent to most orcs. However, the magic was also alien and demonic, as practice of the fel magic spread, the orcs had changed irrevocably for the worst. Their skin turned a greenish color, and they had become more ferocious in time. When the orcs were ready, the God of Conquest forced them to drink his blood, making Talun-karku's orcs absolutely bloodthirsty.
Then, the gates opened to other worlds by the fault of the Lemurians placing a Black Pyramid on their native world; and the orcs used it to spread across the Universe. Several worlds were conquered, and several worlds slaughtered them. And on other worlds, such as Galatea, there was a stalemate. The orcs weren't slaughtered, nor did they conquer much of the land. Still, an uneasy stalemate exists on these worlds. But the orcs never did reach Earth or countless other planets. The Orc War machine grinded to a halt in several Galaxies -- including the Pegasus Galaxy and the Andromeda Galaxy.
------
After two major wars with the humans and elves on Galatea, the orcs of Galatea found out that a demon was their God and rejected him and turned back to their ancestor worship. They realigned themselves with the totem animal of their tribes and started revering the spirits of the land once again.
Incidentally, not too soon afterwards, the hero Heracles had come into the camp of the Silverfangs on a labor to atone for the defeat of his city state and the death of his queen.
His labor was to bring back the Bull of Kamador. However, the Silverfangs had "conquered" the land of Kamador a long time ago and Heracles became the Queen's consort for two years. She bore him two sons. Drocan and Trizgu'ul; who went on to become the leaders of the Silverfangs and the Bloodtalons. Heracles continued onward to find the Bull of Kamador and bring the bull back for completion of his labor (the bull died three months later of old age).
Two hundred years later, due to mistreatment of their men, the elves of Gilmaris were forced to turn to the orcs for their needs. Over five generations, the elves of Gilmaris was eventually subsumed into the orc race. The result was the creation of the Tree Dweller clan, the Gilmora Clan, and the Whitemane Clan.
Many generations have passed, and the Orcs have discovered how to make steel, ride chariots, and tame horses as well as raptors and wolves. Every once in a while, the orcs raid human and elven settlements; but it isn't enough for the two nations to launch full scale offensives against the orcs. The orcs are content to live in yurts, make clothes, and continue their existence as nomadic herders and hunters.
Strangely enough, one in ten thousand orc births will produce a full human. And one in two thousand births will produce a full elf. Instead of raising these children as their own, orc families will leave the baby with humans or elves, so that the baby will be raised by it's own race.
Labels:
Dungeons and Dragons,
Orc Society,
Orcs,
Pathfinder,
roleplaying games
Sunday, May 22, 2011
Orcs of Galatea
In a fantasy roleplaying game: orcs are living, thinking beings that have all the necessities that humans have. Since their creation from simple brutes, orcs have been either in societies where they rampage across human societies or they are the race of honor.
It is a conceit to think that orcs are always about honor and battle, no matter what the culture you think of them. Through this blog, I have sought to bring the orcs into sharp focus, using every sort of tool at my disposal. However, retconning them from Africa to Caledonia will give the Orcs of Galatea a unique flavor -- separate from Tolkien's or the World of Warcraft's orcs.
Making a fantasy race whole cloth is difficult to do, actually. The best we can do is create them as a calque of a different race or culture. Calque means borrowed from, meaning we borrow from history to create a fantasy race. There should be no apologies for doing this, after all, we Gamemasters do it all the time.
If it offends someone or somebody, then that someone who is offended with our creation will have to do deal with it. They can either leave the product alone, find someone else to play it, or they can change how it works in their vision. A world builder is one individual, and the world he builds comes from his life experience, his ideals and morals, and deep seated prejudices.
So, when you see Orcs of Galatea, and their culture comes from the picts, irish, and mongols; and you feel offended; then you can say so on this blog, or simply not read the blog, it's as simple as that.
-----------------------------
What will this series of blogs contain:
* Orc Society and history
There is a series of blogs that already divide the orcs in to a series of tribes. And I have gone into their major creation myths. I haven't gone so far as to explain general Orc Culture yet.
* Orc Traits
Traits for playing a Galatea Orc. Taken from World of Warcraft and modified. Also, new traits for the Orc of Galatea. As well as a paragon class.
* Orc Feats of Cunning and Daring
Feats from Orcs of Golarion adapted to the Orc of Galatea.
* Orc Faith
The Shaman class is introduced here, and how shamanism, animism, ancestor worship, and pantheism affects Orc culture. The Shaman is the premier spiritual guide for the Orcs of Galatea, and is presented as a variation on the Cleric Class in Pathfinder. Also, the totemic spirit mechanic will be introduced.
* Orc Magic
The Warlock class is introduced, a variant on the Wizard. From the World of Warcraft roleplaying game, Orc Warlocks are linked to the Dark Forces of demons and devils in the Pathfinder Game. Most are evil, but some are not. But the lure of power is addicting, and the Warlock can gain command over the devils and demons of the world. They also summon powerful servants to serve them -- including an imp, a succubus, and a host of other evils.
This part will also include a number of spells -- for shamans and warlocks (some from the Advanced Players Guide, some from the WoW RPG, and some from More Magic and Mayhem).
* Living as an Orc Hero among Orcs
How the classes will stack up.
-----
If good enough, the blogs can be collected and printed in a future book for the Pathfinder roleplaying game. :)
It is a conceit to think that orcs are always about honor and battle, no matter what the culture you think of them. Through this blog, I have sought to bring the orcs into sharp focus, using every sort of tool at my disposal. However, retconning them from Africa to Caledonia will give the Orcs of Galatea a unique flavor -- separate from Tolkien's or the World of Warcraft's orcs.
Making a fantasy race whole cloth is difficult to do, actually. The best we can do is create them as a calque of a different race or culture. Calque means borrowed from, meaning we borrow from history to create a fantasy race. There should be no apologies for doing this, after all, we Gamemasters do it all the time.
If it offends someone or somebody, then that someone who is offended with our creation will have to do deal with it. They can either leave the product alone, find someone else to play it, or they can change how it works in their vision. A world builder is one individual, and the world he builds comes from his life experience, his ideals and morals, and deep seated prejudices.
So, when you see Orcs of Galatea, and their culture comes from the picts, irish, and mongols; and you feel offended; then you can say so on this blog, or simply not read the blog, it's as simple as that.
-----------------------------
By Hygami |
What will this series of blogs contain:
* Orc Society and history
There is a series of blogs that already divide the orcs in to a series of tribes. And I have gone into their major creation myths. I haven't gone so far as to explain general Orc Culture yet.
* Orc Traits
Traits for playing a Galatea Orc. Taken from World of Warcraft and modified. Also, new traits for the Orc of Galatea. As well as a paragon class.
* Orc Feats of Cunning and Daring
Feats from Orcs of Golarion adapted to the Orc of Galatea.
* Orc Faith
The Shaman class is introduced here, and how shamanism, animism, ancestor worship, and pantheism affects Orc culture. The Shaman is the premier spiritual guide for the Orcs of Galatea, and is presented as a variation on the Cleric Class in Pathfinder. Also, the totemic spirit mechanic will be introduced.
* Orc Magic
The Warlock class is introduced, a variant on the Wizard. From the World of Warcraft roleplaying game, Orc Warlocks are linked to the Dark Forces of demons and devils in the Pathfinder Game. Most are evil, but some are not. But the lure of power is addicting, and the Warlock can gain command over the devils and demons of the world. They also summon powerful servants to serve them -- including an imp, a succubus, and a host of other evils.
This part will also include a number of spells -- for shamans and warlocks (some from the Advanced Players Guide, some from the WoW RPG, and some from More Magic and Mayhem).
* Living as an Orc Hero among Orcs
How the classes will stack up.
-----
If good enough, the blogs can be collected and printed in a future book for the Pathfinder roleplaying game. :)
Labels:
Dungeons and Dragons,
Fantasy Roleplaying,
Orcs,
Pathfinder
Saturday, May 21, 2011
Irish, Pictish, Mongolian Orcs
Creating orcs for a Roleplaying Game based on new sources always has been fun for me. Especially when you are presented with a paradigm that you can build a race's society to be as complex as any humans.
Breaking from Africa, but keeping Nwali, is pretty important. So, I'm retconning my orcs out of Africa, and into Ancient Britain and Ireland with Mongolian influence sprinkled in. I apologize to all the Irishmen that view this blog, but there are reason to my madness in seemingly insulting you. Don't worry, Irish Gaelic and Cymric names are still more suited to the elves (and eladrin) than to orcs.
The King Arthur Pendragon Roleplaying Game has probably the best sources on Celtic and Pictish Culture during the Dark Ages outside of actual historian and anthropological sources. I present:
Pagan Shore for King Arthur Pendragon.
And Beyond the Wall for King Arthur Pendragon.
Both of these books will form the backbone of Orc religion and society, but not completely. Both are considered savage places, so to lift off the Savage aura around the orcs, I'm going to add some Mongolian influence. While Stargate SGI-1 was trying to find it's voice, they did an episode on how SG-1 visited a planet inhabited by mongolians and huns.
I'll place the link below --
http://www.hulu.com/watch/62961/stargate-sg-1-emancipation
![]() |
Mongolian Yurt by Adagio according to the GNU license. |
Using the huns and mongolians for the outward appearance, the orcs would still have a tribal look to them, plus their politics. Using picts, we have orc religion and society (the Picts are shamanistic -- Heathen). Using the more "uncivilized" components of Irish Society back in Arthur's day, we have a good example of Orc technology.
Building on these three pillars one should have a complex orc society that isn't Nasty, Brutish, and Short.
Friday, May 20, 2011
More Orcs
Okay, I haven't actually read Orcs of Golarion. However, I was planning to do a sourcebook about the race -- consolidating all of my material on this blog -- when I realized that Paizo beat me to it. With all the spells I was going to add from the WoW RPG (specifically More Magic and Mayhem and the Horde Player's Guide) and the introduction of the Shaman and Warlock base classes from WoW into a Pathfinder perspective.
However, the sourcebook was going to focus on the orc race in my world. After all, that was what I was working on. The sourcebook, however, is so incredibly niche that it's as niche as Orcs of Golarion except for one thing.
I had ideas last night about doing it too.
Anyway, Tables suck on Blogger.
But lets continue to put up material about orcs in my world on this blog, so that I can continue to build on the mythos of this race.
--------------------------------------------------------------------------------------------------------
Orcs. Orcs are beings in D&D that come whole cloth from Middle Earth. Along with Elves, the Professor's body of work has affected D&D deeply with the stereotypes of Elves, Dwarves, Halflings, and Orcs. Although pretty much you have the Disney Corporation weighing in their additions to the D&D cannon -- Tolkien really was the one that had the biggest impact.
Orcs, through the eighties and nineties, for me; lived lives that were nasty, brutish, and short. Then, I played Blizzard Entertainment's Warcraft 3 and World of Warcraft. Blizzard Entertainment had changed at least my perspective of Orcs altogether. They weren't necessarily portrayed as super evil in the game, or even Always Chaotic Evil (except in the first two Warcraft games).
Blizzard's orcs:
They are generally more intelligent than the usual D&D orc (although I always figured that the D&D orc was based on Neanderthals). So, I set on making my orcs just as different. I wanted mine to be varied, however. We humans have a lot of cultures -- so why not make the orcs like that? The only problem is, in fantasy, you tend to have extremes.
Humans are civilized, orcs are barbaric. Elves are highly civilized, some other race are like in the stone age, etc etc. This is basically to show off some tropes. In the end, though, I can't break with all convention and I chose to make them barbaric.
At least they will talk to you before becoming a nuisance. :)
However, the sourcebook was going to focus on the orc race in my world. After all, that was what I was working on. The sourcebook, however, is so incredibly niche that it's as niche as Orcs of Golarion except for one thing.
I had ideas last night about doing it too.
Anyway, Tables suck on Blogger.
But lets continue to put up material about orcs in my world on this blog, so that I can continue to build on the mythos of this race.
--------------------------------------------------------------------------------------------------------
Orcs. Orcs are beings in D&D that come whole cloth from Middle Earth. Along with Elves, the Professor's body of work has affected D&D deeply with the stereotypes of Elves, Dwarves, Halflings, and Orcs. Although pretty much you have the Disney Corporation weighing in their additions to the D&D cannon -- Tolkien really was the one that had the biggest impact.
Orcs, through the eighties and nineties, for me; lived lives that were nasty, brutish, and short. Then, I played Blizzard Entertainment's Warcraft 3 and World of Warcraft. Blizzard Entertainment had changed at least my perspective of Orcs altogether. They weren't necessarily portrayed as super evil in the game, or even Always Chaotic Evil (except in the first two Warcraft games).
Blizzard's orcs:
- Are a Proud Warrior Race with an extensive honor system.
- Are generally more intelligent than "Tolkienian" orcs (although often still less intelligent than humans and other races, or at least they're viewed that way).
- have an animist and/or shamanistic religious structure.
- Are more likely to be omnivorous (but still usually hunter-gatherers).
- Are more likely to have females on screen, gender equality or even matriarchal societies.
- Are much, much more likely to have a more fully fleshed-out culture than "Tolkienian" orcs.
- Green skin and tusks, and physically similar to (some) trolls from European folklore.
- Will have simian features or porcine features or both.
- Usually bigger than humans and almost always stronger.
They are generally more intelligent than the usual D&D orc (although I always figured that the D&D orc was based on Neanderthals). So, I set on making my orcs just as different. I wanted mine to be varied, however. We humans have a lot of cultures -- so why not make the orcs like that? The only problem is, in fantasy, you tend to have extremes.
Humans are civilized, orcs are barbaric. Elves are highly civilized, some other race are like in the stone age, etc etc. This is basically to show off some tropes. In the end, though, I can't break with all convention and I chose to make them barbaric.
At least they will talk to you before becoming a nuisance. :)
Subscribe to:
Posts (Atom)