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V
Documentation Area
Name:
Orc (Humanoid)
Stats:
No. Appearing : 30-300
Climate/Terrain: Any land
Frequency : Common
Organization : Tribe
Activity Cycle : Night
Diet : Carnivore
Description:
Orcs are a species of aggressive mammalian carnivores that band toge-
ther in tribes and survive by hunting and raiding. Orcs believe that
in order to survive they must expand their territory, and so they are
constantly involved in wars against many enemies: humans, elves, dwar-
ves, goblins, and other orc tribes.
Orcs vary widely in appearance, as they frequently crossbreed with
other species. In general, they resemble primitive humans with grey-
green skin covered with coarse hair. Orcs have a slightly stooped pos-
ture, a low jutting forehead, and a snout instead of a nose, though
comparisons between this facial feature and those of pigs are exagge-
rated and perhas unfair. Orcs have well-developed canine teeth for ea-
ting meat and short pointed ears that resemble those of a wolf. Orcish
snouts and ears have a slightly pink tinge. Their eyes are human, with
a reddish tint that sometimes makes them appear to glow red when they
reflect dim light sources in near darkness. This is actually part of
their optical system, a pigment which gives them infravision. Male orcs
are about 5 1/2 to 6 feet tall. Females average 6 inches shorter than
males. Orcs prefer to wear colors that most humans think unpleasant:
blood red, rust red, mustard yellow, yellow green, moss green, gree-
nish purple, and blackish brown. Their armour is unattractive besides -
dirty and often a bit rusty. Orcs speak orcish, a language derived from
older human and elvish languages. There is no common standard of orc-
ish, so the language has many dialects which vary from tribe to tribe.
Orcs have also learned to speak local common tongues, but are not com-
fortable with them. Some orcs have a limited vocabulary in goblin, hob-
goblin, and ogre dialects.
Combat:
Orcs are constantly in battle. They use the following weapons:
sword and flail 5%
sword and spear 10%
axe and spear 10%
axe and ploearm 10%
axe and crossbow 10%
axe and bow 10%
sword and battleaxe 5%
spear 10%
axe 10%
polearm 20%
Polearms are typically either halberds, pikes (set to receive charge),
or glaives. Leaders typically possess two weapons. If a subchief is
present, there is a 40% chance the orcs will be fighting around a stan-
dard. The presence of this standard increses attack rolls and morale
for all orcs within 60 yards. Orcs typically wear studded leather ar-
mour and a shield.
Orcs hate direct sunlight and they fight at a penalty to their attack
in sunlight. Their morale decreases under these circumstances as well.
Orcs employ sniping and ambush tactics in the wild. They do not obey
the 'rules of war' unless such in in their best interests; for example,
they will shoot at those who attempt to parlay with them under a white
flag unless the orc leader feels it is advantageous to hear what the
enemy has to say. They abuse human rules of engagement and chivalry to
their best advantage. They have a historic enimity against elves and
dwarves; many tribes will kill these demihumans on sight.
It is often believed that orcs are so bloodthirsty and cruel that they
are ineffective tacticians and that they would rather be vicious than
victorious. Like most stereotypes, this is highly misleading; it is
true for some orc tribes but not for all. Many orc tribes have waged
wars for decades and have developed a frightening efficiency with bat-
tle attacks.
Habitat/Society:
For every three orcs encountered, there will be a leader and three as-
sistants. These orcs will be the meanest and strongest in the group.
If 150 orcs or more are encountered there will be a subchief and 3-18
guards with them. For every 100 orcs encountered, there will be either
a shaman (maximum 5th level priest) or a witch doctor (maximum 4th
level mage).
If the orcs are not in their lair, there is a 20% chance they will be
escorting a train of 1-6 carts and 10-60 slave bearers bringing sup-
plies, loot or ransom, and tribute to their orc chief or a stronger orc
tribe. The total value of the goods carried by all of the carts will
vary between 10 and 1000 silver pieces, and each slave bearer will bear
goods valued between 5 and 30 silver pieces. If the orcs are escorting
a treasure train, double the number of leaders and asssistants and add
10 orcs for each cart in the train; one subchief with 5-30 guards will
always be in charge.
Orc lairs are underground 75% of the time, in a wilderness village 25%
of the time. Orc communities range from small forts with 100-400 orcs
to mining communities with 500-2000 orcs to huge cities (partially un-
derground and partially above ground) with 2000 to 20000 orcs. There
will always be additional orcs when the encounter is in a creature's
lair; a chief and 5-30 bodyguards. If the lair is underground, there is
a 50% change that 2-5 ogres per 200 orcs will beliving with them. Most
lairs above ground are rude villages of wooden huts protected by a
ditch, log rampart and long palisade, or more advanced constructions
built by other races. The village will have 1-4 watch towers and a
single gate. There will be one ballista and one catapult for every 100
adult male orcs.
Orcs are aggressive. They believe other species are inferior to them
and that bullying and slavery is part of the natural order. They will
cooperate with other species but are not dependable; as slaves, they
will rebel against all but the most powerful masters; as allies they
are quick to take offense and break agreements. Orcs believe that bat-
tle is the ideal challenge, but some leaders are pragmatic enough to
recognize the value of peace, which they exact at a high price. If
great patience and care are used, orc tribes can be effective trading
partners and military allies.
Orcs value territory above all else; battle experience, wealth, and
number of offspring are other major sources of pride. Orcs are patri-
archal; women are fit only to bear children and nurse them. Orcs have
a reputation for cruelty that is deserved, but humans are just as
capable of evil as orcs. Orcs have marriage customs, but orc males are
not noted for their faithfulness.
Orcs worship many deities (some who have different names amoung diffe-
rent tribes); the chief deity is usually a giant, one-eyed orc. Orcish
religion is extremely hateful toward other species and urges violence
and warfare. Orc shamans have been noted for their ambition, and many
tribes have suffered because of political infighting between warriors
and priests.
Ecology:
Orcs have an average lifespan of 40 years. They have a gestation peri-
od of 10 months and produce two to three offpsring per birth. Infant
mortality is high. Orcs are carnivores, but prefer game meats or live-
stock to demihumans and humanoids.
It is said that orcs have no natural enemies, but they work hard to
make up for this lack. Orc tribes have fearsome names such as Vile
Rune, Bloody Head, Broken Bone, Evil Eye, and Dripping Blade.
Orcs are skilled miners who can spot new and unusual constructions 35%
of the time and sloping passages 25% of the time. They are also excel-
lent weaponsmiths.
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