Horde
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The term Horde refers to the Harsh People, the tribal society of brutal races that dwell in the plains of dust. It is made up Orcs, Ogres, Trolls, Hobgoblins, Bugbears, and Glomes; many feral Beastkin have also joined the Horde. Over 90% of the Horde is Orcs and the Horde is run by Orc law and tradition. During the early days of the Horde, the Orcs and their Goblin brethren made up a functional society, the Orcs formed the body and provided feral strength and the Goblins provided stealth and support. The Orcs crushed the Goblins spirits and abused them in every way, eventually, in despair, the Goblins turned to forbidden magics to free themselves from their oppressors. When the Orcs discovered the fell magics being practiced by the Goblins they turned and committed genocide upon them. However, the Goblins had lined up powerful support from Elder Fae and many of them survived in the form of the Gremlins. Over the next few decades, the Horde suffered from the absence of the Goblins and used thousands of Shirefolk slaves to fill that void, many of those slaves hated their oppressors, but small groups became accustomed to Horde life and that is how Bugbears, Glomes, and Hobgoblins came to be. With the acceptance of these lower races into the Horde the Orcs sought to add more strength to counter-balance the weakness that stemmed from them; this strength was obtained in the form of Ogres, and Trolls.

The Horde value strength above all other qualities, but it is the clever application of strength which identifies its leaders. For centuries, the Horde has been known throughout the lands of Geos as despoiling conquerors, with very few Horde tribes seeking anything more. Within the social strata of the Horde, warriors are most common, followed by rogues, while shaman and diplomats are rare. The Horde is extremely superstitious when it comes to magic and rarely trust casters from outside of the Horde. Horde societies are ruled by warriors, counseled by shamans or diplomats. All individuals within Orcish society who are innately magical (and who are not killed by their parents out of fear) are initiated into the shamans. The Orcs did not deal well with the coming of the Elder Gods. The loss of their ancestral Gods was devastating to them, however, when their shamans investigated the new gods; Cerberus was a clear winner for the new God of the Horde, although the Glomes and Hobgoblins venerate Puck. The Horde blames the Church of Tridian for stealing away their Gods and actively works against them.

The Horde has always influenced Geos history, during the Kin-Slayer wars, the elves used Orcs as shock troops, which causes Orcish distrust of elves. During the signing of the Inritius Alliance, the Horde would have stormed away from the table many times, but the Beastkin kept them involved and they sided with the Alliance. The final battle of the Wars of Inritius would have ended very differently if the Horde on the front lines had not been betrayed by their own support troops. During the battel, the back lines of the Orcs developed a dark tinge to their skin and entire legions of Orcs betrayed the Alliance and flocked to the banner of Prince Inritius. After the eventual defeat of Inritius, the Horde destroyed those Black Orcs they could find and in the years since have reforged the Horde around the newer Horde races. The Orc Shamans feel that the greatest chance of defeating Oblivion comes from cooperation with the other races. The Horde opposes the forces of Oblivion, as the Orcs call the god: “the Great Shadow-Dark."

Bugbear

Some Dwarves, frustrated by Shirelings, pulled away and soon only bore Dwarven children. They developed fascist attitudes about their race’s strength and rightful position. Their lore-wardens sent hunters to seek the most powerful creature they could find. After a year, their hunters found a huge and savage dire bear. Many attacked the beast, but by the end, only three remained. When they bore the massive corpse home their ritualists bonded their race with the spirit of the beast. In a ceremony that lasted hours, they tore apart the beast’s body and threw the muscle, sinew, blood, hide, organs and bone to the wind in sacrifice, eventually they had their prize, the massive heart of the beast. Forever forsaking their ties to their Shirefolk brethren, they used the ritual to empower their race using the heart, to let its blood pump through their veins, to let its essence be their own, to let its spirit live within them. However, the Bugbears now know that the beast was no mere bear, but a powerful Blood Ork Shaman, who had mastered the bear totem long ago. Now his blood pumped through their veins, his essence was a part of them, and the spirit of the horde now burned within their very souls. Much like their Dwarven ancestors, the Bugbears have strong ties to their family, and a deep seeded need to preserve their personal honour. The Bugbears are the smiths of the Horde, to insult one is to make an enemy, to insult his craft; is death.

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Race: Horde
Subrace: Bugbear
Alignment Guideline: LEN
Banned Alignment: None
Religion Guideline: Cerberus.
Banned Religion: None
EXP Adjustment: -10%
Boon Cost: 150
Racial Lores: Lore Horde Rank 2, Lore Smithing Rank 2,
Suggested Geographies: Caverns, Underground.
Barred Geographies: Ocean
Suggested Heritages: Bestial, Shapeshifter
Barred Heritages: Fae, Arcana, Elemental, Elan
Multiplier Reduction: Intellect and Might
Multiplier Increase: Connection, Arcane, and Psionic 2
Language: RWS Horde, RWS Dwarven
Loc: 6
Con: 16
Halo: 0
Mana: 0
Willpower: 0
Wealth: 10gp

Costuming:

  • Bugbears have ashen grey skin and never ever have beards.
  • Bugbears wear armour and protective clothing rather than warm or soft, and they always carry tools.

Racial Advantages:

  • Crafters of the Horde: Bugbears are natural crafters; they begin play with a +1 Constant bonus to two different craft skills. They start with one Rank 2 Craft skill and one Rank 2 Profession skill. Bugbears recieved Crafting Focused with Craft Tools of War (Weapons) or Craft Tools of War (Armour).
  • Embodied Power: Bugbears benefit from the strength and fury of the bear and start with Strength Rank 1, and Rage Rank 2. Bugbears are considered to be proficient with all forms of hammer.
  • Layered Armour: Bugbears are the masters of armour, in regards to stacking armour Bugbears can stack an additional medium layer and an additional heavy layer for a total of one light, two medium, two heavy layers.
  • Natural Armour: Bugbears are part metal, it is in their blood, in their skin, in their essence. Bugbear skin provides the Bugbear with Soak 2, this does not stack with soak from any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.

Racial Disadvantages:

  • Racial Skill Restrictions: Bugbears are not permitted to learn Meditation, Arcane Casting, Arcane Mana, Psionic Casting, or Bardic Performance. They may not purchase DAC above rank 5. Bugbears have Craft Tools of War (Specific) as a maintenance skill and may not have any other purchased skill above their rank in Craft Tools of War (Specific).
  • Ork’s Command: All other races of the Horde have been trained to value the word of an Ork above all others. They may not attack an Ork, nor may they refuse a direct order from one.
  • Reduced Lore: Bugbears generate free lore points from their Connection Multiplier at half the normal rate, in addition, Boon costs for Guild or Social Rank are doubled.
  • Metallic Blood: Bugbears have iron and lead in their blood, this means that they cannot benefit from Arcane or Psionic spells, unfortunately it does not protect them from offensive spells. Bugbears distrust Arcane and Psionic casters and dislike handling their magics; they are not friendly with such casters.
  • Sacred Armoury: Bugbears use blessed metal weapons/armour. Bugbears may only use the weapons/armour they start the session with. They never allow non-Cerberus worshippers to use or handle their weapons/armour let alone affect them with magic.

Glome

Glomes are the strangest member race of the Horde; a cross-breeding of Gnomes, Goblins, and Psionics. When the Orks took Shirefolk slaves, they valued the stealth of the Shirelings and the blacksmithing of the Dwarves, but, far from their clockwork and mechanisms, the Gnomes seemed worthless. Those Gnomes who stayed with the Horde inhabited caves which the goblins had rejected as haunted. Deep within those caves the Gnomes met strange blue spirits who claimed to have been Psionic Goblins in life and who offered to bond with the Gnomes. The caves the Gnomes had been assigned were filled with psi-crystal ore and the latent Psionic power drove the majority of the goblins crazy, only a few accepted the Psionic power, only to be killed by their brethren as freaks. After many moons of star-reading, the Glomes found they had uncovered something which they could do for the Horde.

glome.jpg

Race: Horde
Subrace: Glome
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: Puck
Banned Religion: None
EXP Adjustment: None
Boon Cost: 20
Racial Lores: Lore Horde Rank 2, Lore Psionics Rank 2, Lore Drugs/Poisons Rank 2.
Suggested Geographies: None.
Barred Geographies: None
Suggested Heritages: Elan
Barred Heritages: None
Multiplier Reduction: Psionic by 1.
Multiplier Increase: Might by 1.
Language: S Horde, S Shirefolk.
Loc: 4
Con: 8
Halo: 20
Mana: 0
Willpower: 0
Wealth: 1gp

Costuming:

  • Glome skin is deep blue and they have retained the bulbous noses of their Gnomish forefathers.

Racial Advantages:

  • Psionic Masters: For all of their flaws, Glomes are some of the best Psionicists in the world. They begin play with Psionic Attunement and a +1 Constant Bonus to any two Psionic Sciences.
  • Star-Reading: Glomes start the game with Prophesy (Star Reading).
  • Substance Crafters: Glomes begin play with a +1 Constant bonus to an appropriate craft skill. They start with one Rank 1 Craft skill and one Rank 1 Profession skill. They also start with the Research skill. When creating alchemical, potion, poison, drug, psi-crystal, or herb items, when working alone, the production point cost of the item is halved.
  • Psi-Crystal: Glomes have a good supply of psi-crystal and all Glomes start with a psi-crystal weapon Glomes are very attached to these weapons and never sell them or give them away.

Racial Disadvantages:

  • Racial Skill Restrictions: Glomes cannot learn Arcane or Divine casting. Gnomes are unable to purchase Strength, Style Mastery*, Rage, or Brutal Strike above Rank 4. *This restriction does not apply to Style Mastery with Crossbows, Firearms, or Siege Weapons.
  • Ork’s Command: All other races of the Horde have been trained to value the word of an Ork above all others. They may not attack an Ork, nor may they refuse a direct order from one.
  • Constant Journal: Glomes must write up each game they attend as a journal article on the IA Forum. This must be done within a week of the game or the character receives no experience.

Gor Angii

Gor-Angii are not truly a race, more a sub-race of Orks who have been chosen by tribal Spirits of Rage while they are still babes, these Orks grow up to become Gor-Angii. Among the Horde, the Gor-Angii move like a pack of feral creatures. They are nomadic beasts of war, they take what they want and break things they don’t. They will not eat anything that they have not personally killed, normally hearts before the slow message of death passes from brain to heart. Gor-Angii barely grasp any spoken language, but still seem to understand each other perfectly. Despite being dark and destructive creatures who revel in death and despoliation no Gor-Angii have turned to serve Oblivion; which is interesting to Horde scholars. Gor-Angii rarely leave Horde encampments other than to hunt and kill, those Gor-Angii who leave Horde lands do so in the company of an Ork handler who communicates for them and keeps them from causing un-intended damage.

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Race: Horde
Subrace: Gor-Angii [Blood Ork]
Alignment Guideline: CEH
Banned Alignment: Oblivion
Religion Guideline: Cerberus
Banned Religion: Any Other
EXP Adjustment: -20%
Boon Cost: 100
Racial Lore: Lore Horde Rank2, Lore Art of War Rank2
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Bestial, Shapeshifter, Giant
Barred Heritages: Angelic, Fae, Arcana
Multiplier Reduction: Might by 2.
Multiplier Increase: Intellect, Arcane, Psionic, Natural and Connection by 2. Divine by 1.
Language: S Horde[ish]
Loc: 16
Con: 20
Halo: 0
Mana: 0
Willpower: 0
Wealth: 0

Costuming:

  • Gor-Angii have green or brown skin underneath blood paint and tattoos. They have pointed ears and huge feral tusks. Gor-Angii are required to embrace body modification with tattoos, piercings and tribal markings.

Racial Advantages:

  • Feast of Blood: After personally defeating an opponent with a higher damage call than their own, a Gor-Angii may choose to cut out and eat the heart of their opponent. Doing so takes at least 1 minute and restores 5 Location, 3 Constitution, 50 Halo, or will cause a Mend spell to affect 1 item of their mundane-equipment. This ability may only be used twice an hour.
  • Chosen of Rage: Gor-Angii are Ork champions, they are sent out, often alone, to challenge armies. They start with Rank 1 and a Constant +1 bonus to Rage and any one relevant Style Mastery. Gor-Angii also start with Rank 1 and a Constant +1 bonus to Strength or Brutal Strike. Gor-Angii have Master Of Arms. When afflicted by a fear, terror, or taunt effect they can choose to charge the source of the fear. When they Rage, Gor-Angii can choose not to attack Orks and never attack Handlers.
  • Bloodhound: Gor-Angii gain a +2 Constant bonus to track if they have tasted the fresh blood of the target. Given a blood sample they can tell the race and gender; and roughly how long ago the blood was spilled. This bonus fades if the Gor-Angii has not tasted the target's blood in the last month.
  • Tribal Willpower: When Orks from the same birth tribe travel together, they gain a potent defense against mind effects; each individual gains a constant bonus to their Defensive Willpower equal to the number of other orks from their birth tribe present. This bonus is capped at +3 at Low level, +6 Mid Level, +9 High Level, and +15 Epic Level.

Racial Disadvantages:

  • Racial Skill Restrictions: Gor-Angii cannot learn Casting, Crafting, Language, Profession, Ritual, Meditation, or Willpower skills nor may they select flaws which would affect those skills. They cannot learn Diplomacy or Research.
  • Handler: Gor-Angii are beasts, combat monsters, and furious killers, as such they are not suitable as players in a heroic role-playing game. To make them playable, player Gor-Angii must have a handler. Only the handler can speak to the Gor-Angii and only the handler can cast spells on the Gor-Angii. If the handler dies or cannot issue commands the Gor-Angii rages. If the handler is not present, then the Gor-Angii cannot be played.
  • Blood Drunk/Dark Thirst: Gor-Angii get drunk and giddy around spilled blood, this causes them to seek out fights and to revel in death. The spirit inside each Gor-Angii makes them strong but is also hungry. Blood Orks are always hungry and eat and drink often, in addition, they must drink blood every hour or cannot Rage. Gor-Angii start play with the Compelled To Rage flaw for which they recieve no benefit.
  • Savage: Gor-Angii hardly ever use actual words and only their handler and other Gor-Angii can understand them. Gor-Angii can learn words of other languages which they can understand [20 words plus 1 per month].
  • Reduced Lore: Gor-Angii characters generate free lore points at half the normal rate. In addition, boon costs for joining guilds and advancing in guild rank are tripled.
  • Superstitions: Gor-Angii cannot cast any spells, nor may they use magical items which replicate spells. Gor-Angii usually target casters with extreme prejudice. Gor-Angii rarely use magical items and cannot use magical consumables. if a Gor-Angii finds an item which they and the referee team agree suits them, then they may use it, however, Gor-Angii find that any magical item they choose takes up all of their magical item slots. All Gor-Angii start with ten points of superstitions for which the character receives no benefit.

Goblin

During the early days, the Horde was a great partnership of Ork and Goblin. The Goblins functioned as scouts, thieves, archers, decoys, and planners. As time evolved the Orks became more dominant, this caused the Goblins to turn to powerful Arcane magics which provoked the Orks into committing genocide against the Goblins. While thousands of Goblins died, a small group were secretly transmuted into Gremlins by the Fae and the Horde absorbed thousands of Shirelings into the horde to fulfill the roles which were typically held by Goblins and they slowly evolved into Hobgoblins. However, there were communities of Goblins living far from Horde lands, there were communities of Goblins living on other continents, and there was even a community of Goblins living on another plane under a family of Genies. These clusters of Goblin survivors have slowly come together and reformed a Goblin society. Originally the Horde sought to destroy the Goblins but suddenly they embraced their former allies, the change of heart is believed to have come from an ancient prophecy, but it is more likely they believed that given the current world situation they would rather have the Goblins on the inside pissing out.

Goblin society is chaotic and individualistic, each goblin furthers their own goals and takes care of themselves. The main reason why goblins don't go on large campaigns of conquest is because the motivation to work together doesn't last very long. If someone hunts down goblins for sport, the goblins will become angry enough to gather together and storm a castle and destroy the offending party, but then the looting would begin and all motivation to continue the war would disappear. Goblin society is based around skill and cunning, they enjoy tricks and games. To goblins it does not matter what tactics or skills are used, as long as they are successful.

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Race: Horde
Subrace: Goblin (True)
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Puck
Banned Religion: Urbanus
EXP Adjustment: -20%
Boon Cost: 250
Racial Lores: Lore Horde Rank2,
Suggested Geographies: Caves, Subterranean
Barred Geographies: None
Suggested Heritages: Any
Barred Heritages: Giant
Multiplier Reduction: Agility by 2.
Multiplier Increase: Psionic, Arcane, Natural, Connection by 1.
Language: S Argead, S Horde, S Shirefolk.
Loc: 5
Con: 9
Halo: 0
Mana: 0
Willpower: Defensive 1.
Wealth: 10gp

Costuming

  • Goblins either tend to dress in dark rags and other scavenged equipment or they dress in bright garish, flamboyant clothes. They are required to have yellow-green skin and pointed ears.

Racial Advantages

  • Nocturnal Goblin eyes react immediately to changes in darkness, they have the ability to see in darkness. When in the darkness, they gain a +2 Constant bonus to skills-dexterity.
  • Masters of Stealth Goblins are trained in subterfuge and skullduggery. They begin play with Pick Pockets, Open Lock, Stealth, and Appraise at Rank 2.
  • Masters of Deception Goblins have a +1 constant bonus to skills-disguise, Disguise Persona, and Detect Deceit.
  • Well Trained Goblins begin play with skills-dexterity Rank 2 and Vital Strike Rank 1
  • Trick Magic Device Goblins have an innate ability to trick and deceive, this allows a Goblin to use a magical item which is designed for another Faith, Race, Class, Gender, or Alignment. If a Goblin utilizes a magical item in this way it takes double the usual amount of Item Slots. Using Evil or Oblivion aligned items is normally considered to be an action of the same alignment.

Racial Disadvantages

  • Racial Skill Restrictions Goblins are unable to learn Rage, Brutal Strike, Natural Casting, Divine Casting, or Strength above Rank 5. Goblins are unable to learn Psionic Sciences, Diplomacy, or Bardic Performance. Goblins are capable of learning Arcane Magic, however, it is extremely rare (those Goblins who embraced Arcane magic and caused the original genocide of their Race are now Gremlins and not Goblins).
  • Ork’s Command All other races of the Horde have been trained to value the word of an Ork above all others. While Goblins have been trained to listen, they may still choose to disobey. However, if the leaders of the Horde so choose they can execute Goblins for attacking Orks or failing to obey their orders.
  • Nocturnal Goblin eyes suffer when targeted with bright light; Flash and Flare effects have double the normal effect on them. In bright light, they gain a Constant -2 penalty to DAC. Goblins are considered to be Vulnerable to Light Damage.
  • Burden Goblins cannot wear more than 5 points of hindrance per location.

Hobgoblin

Hobgoblins rarely show their Shireling roots and often slay Shirefolk; however, they originate from hundreds of Shireling slaves who chose to stay with the Horde after the Inritius Alliance freed them. Hobgoblins all worship Puck as their creator, for it was his magic that changed them from Shireling to Hobgoblin by filling them with Horde spirit, much as it was his hand which completed the change from Goblin to Gremlin. The night of the change was a terrible one and many Shirelings did not survive the transformation, this led to the strong belief among Hobgoblins that only the best should be allowed to survive. Hobgoblin tribes are fierce and proud, but pride in their people does not beat within the Hobgoblin heart, but pride in the individual. Every Hobgoblin seeks to be the best; the most ruthless assassin, the most cunning thief, the most profitable merchant. To be anything but the best is to show weakness, and to show weakness is to invite death. Hobgoblins breed in vast numbers, with litters born at a time, and according to their customs, only the strongest, most skilled child of each litter reaches the age of fifteen; it is seen as a point of personal pride if a Hobgoblin is able to dispatch all of their siblings and become the sole survivor before their fifteenth birthday. This trend continues throughout their lives, Hobgoblins seek any opportunity to better their situations; unguarded pockets are an opportunity for enrichment, and weak superiors are a chance for advancement. Every Hobgoblin parent knows one of their children will kill them one day, and as they die with a blade in their back, their last feeling is one of pride. The relationship between Hobgoblin masters and apprentices is similar; the master expects to die by the hands of the apprentice; even the great Hobgoblin Chieftains know that they will be murdered in their sleep by their most worthy protégé. Despite the restrictive hands of the Orks, Hobgoblin society has become a thriving and ruthless entity.

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Race: Horde
Subrace: Hobgoblin
Alignment Guideline: CEN
Banned Alignment: Goodly, Lawful
Religion Guideline: Puck
Banned Religion: All others
EXP Adjustment: None
Boon Cost: 20
Racial Lores: Lore Horde Rank2, Lore Crime Rank2
Suggested Geographies: Any.
Barred Geographies: None
Suggested Heritages: Any
Barred Heritages: None
Multiplier Reduction: Agility by 2.
Multiplier Increase: All Magic by 2.
Language: S Argead, S Horde, S Shirefolk.
Loc: 2
Con: 8
Halo: 0
Mana: 0
Willpower: 0
Wealth: 0

Costuming:

  • Hobgoblins tend to dress in dark rags and other scavenged equipment. They are required to have Orange skin and pointed ears. The earrings in their right ear denote their status [and number of siblings killed].

Racial Advantages:

  • Nocturnal: Hobgoblin eyes react immediately to changes in darkness, they have the ability to see in darkness. When in the darkness, they gain a +2 Constant bonus to DAC.
  • Masters of Stealth: Hobgoblins are trained in subterfuge and skullduggery. They begin play with Pick Pocket, Open Locks, Stealth, and Appraise at Rank 2.
  • Well Trained: Hobgoblins begin play with Burst of Strength Rank 2, Vital Strike Rank 1, and Favoured Enemy (Specific) Rank 1. Hobgoblins have a Constant +1 bonus to Craft Mundane Consumable (Toxin). Hobgoblin's treat their Constitution as double when resisting poisons and venoms.

Racial Disadvantages:

  • Racial Skill Restrictions: Hobgoblins are unable to learn Rage, Brutal Strike, Natural Casting, Divine Casting, or Strength above Rank 5. Hobgoblins are unable to learn Arcane Casting or Psionic Sciences.
  • Ork’s Command: All other races of the Horde have been trained to value the word of an Ork above all others. They may not attack an Ork, nor may they refuse a direct order from one.
  • Nocturnal: Hobgoblin eyes suffer when targeted with bright light; Flash and Flare effects have double the normal effect on them. In bright light, they gain a Constant -2 penalty to DAC.
  • Creatures of Fear: Hobgoblins are naturally cowardly and use half their Defensive Willpower against Fear or Terror effects. Creatures worthy of Fear should be avoided (or rapidly eliminated). All Hobgoblin characters start the game with two moderate phobias for which they receive no benefit.
  • Fear of Magic: Horde casters are terrifying, so Hobgoblins fear all magic. Hobgoblins rarely allow non-Puck priests to spell them. Hobgoblins either flee from casters or target them with extreme prejudice.
  • Burden: Hobgoblins cannot wear more than 3 points of hindrance per location.

Ogre

Ogres are akin to huge humans. The majority of them live within the Horde or amongst the Legion although many more live amongst other races than can be said of the other races of the Horde. Ogre Society is brutish and barbaric. Ogre culture is oriented around eating, and as such, ogres sport large guts and they worship those who can consume the most; it is a matter of debate among Ogres whether Oblivion eats things or disintegrates them, this debate has led to a split amongst Ogres with half worshipping Oblivion and half worshipping Cerberus. Because Ogres consume so much food, starvation is a huge problem to them; this has caused them to evolve to the point where they can eat most things. Ogres who function as hunters and cooks are revered amongst the tribes. The overall leader of each kingdom is known as the Tyrant. Young bull Ogres challenge him for the leadership of the tribe. These challenges take the form of duels which take place in the tribe's 'maw-pit', a stake-lined pit into which pieces of red meat are thrown, as an offering for their god. In 'friendly' fights, over some food for example, the forfeit for losing is generally an ear or a couple of fingers given up to the winner as a victory snack. In serious duels, such as a challenge for tyrant-hood of the tribe, the loser becomes the victor's next meal.

ogre_sml.jpg

Race: Horde
Subrace: Ogre
Alignment Guideline: CEN
Banned Alignment: Lawful, Good.
Religion Guideline: Cerberus or Oblivion
Banned Religion: Any Other
EXP Adjustment: -20%
Boon Cost: 100
Racial Lores: Lore Horde Rank 2, Lore Strength Rank 2,
Suggested Geographies: Plains, Mountains.
Barred Geographies: None
Suggested Heritages: Bestial, Giant
Barred Heritages: Fae, Yddrasil
Multiplier Reduction: Might 2.
Multiplier Increase: Connection, Intellect, and All Magic by 1.
Language: S Horde
Loc: 12
Con: 24
Halo: 0
Mana: 0
Willpower: 0
Wealth: 0

Costuming:

  • Ogres are essentially huge humans, they must show their massive build and include a substantial stomach.

Racial Advantages:

  • Brutes: Ogres are creatures of brutal strength and force. They start play with Location Regeneration, Strength, and Brutal Strike Rank 1 and a Constant +1 bonus to those skills.
  • Detect Food: Ogres can sense whether they can eat the target of this ability without doing themselves serious harm. This detects severe poisonings, severe contagions, all illusions, and incorporeal creatures.
  • Natural Armour: Ogre skin is so tough it is almost impervious to normal attacks. Ogre skin provides Soak 2, this does not stack with soak from any other source, and does not assist with hits that damage the players armour. Anything which ignores PAC ignores Soak.

Racial Disadvantages:

  • Racial Skill Restrictions: Ogres may not purchase Meditation, Research, Diplomacy, Psionic Sciences, Arcane Casting, or Bardic Performance. Ogres may not purchase Style Mastery, Divine Casting, Natural Magic, DAC, Crafting, Chirurgery, Pick Pockets, Open Locks, or similar skills above Rank 6.
  • Ork’s Command: All other races of the Horde have been trained to value the word of an Ork above all others. They may not attack an Ork, nor may they refuse a direct order from one.
  • Limited Language: Ogre characters cannot speak common, they understand only 20 words of common and gain new words at a rate of 1 per level. Ogres cannot purchase language skills.
  • Law of Consumption: If an opponent eats a part of an Ogre, that body part may not be grown back for one whole month. Any attempts to do so result in the spell failing and caster and Ogre suffering a Wracking Pain.
  • Reduced Lore: Ogre characters generate free lore points at half the normal rate. In addition, boon costs for joining guilds and advancing in guild rank are tripled.

Orc

Orcs are the most common members of the Horde making up over 90% of it. They commonly live in the plains of dust, the mountains, or the flatland's at the foot of the mountains. Since the Alliance, Orcs have learned to manage hearty livestock and to fight in the Argead’s armies. They commonly live close to human civilization, because they strongly believe that there is no point making or buying things that one can take. Since the Alliance, many Orcs have used the open arms of the humans to enter their lands and steal from them. The Orcs willingness to work livestock does not suggest that they have settled down and they remain brutal warriors who pour sacrifices of blood to their Gods on a nightly basis. Many tribes have chosen to be nomadic and raid the villages and cities of the races around them. Orc society is held together by a rigid caste system where strength is prized above all else. Orcs are superstitious about magic believing that embracing magic will result in Cerberus’s anger; however, many of their shamans use this very fear to demonstrate their own magical strength. Orcs are quicker to learn and are able to assimilate information and the customs or other races more quickly than any of the other Horde races.

orc_sml.jpg

Race: Horde
Subrace: Orc
Alignment Guideline: None
Banned Alignment: Neutral on Lawful vs. Chaos
Religion Guideline: Cerberus
Banned Religion: Gwiddion, Khama
EXP Adjustment: None
Boon Cost: None
Racial Lores: Lore (Horde) Rank 2, Lore (Combat) Rank 2,
Suggested Geographies: Mountains, Plains
Barred Geographies: None
Suggested Heritages: Bestial, Beast Within, Demonic
Barred Heritages: Fae, Gaean, Yddrasil.

Multiplier Reduction:

  • Warrior: Might by 2
  • Shaman: Might and Divine or Natural by 1
  • Rogue: Might and Agility by 1
  • Emissary: Might and Intelligence or Connection by 1

Multiplier Increase:

  • Warrior: All Magic by 2 and Connection and Intellect by 1
  • Shaman: Arcane and Psionic by 2
  • Rogue: All Magic by 2 and Connection and Intellect by 1
  • Emissary: All magic by 2 and Agility by 1

Language: Speak (Argead), Speak (Horde)

Loc: 8
Con: 12
Halo: 0
Mana: 0
Willpower: 0
GP: 2

Costuming:

  • Orcs tend to wear lots of armour.
  • Orcs have green or brown skin and prominent canine teeth.

Racial Advantages:

  • Shaman:
    • Divine or Natural Calling: Orcs shamans get divine or natural attunement, as well as divine or natural mana regeneration rank 1 (depending on multiplier reduction).
    • Spiritual Leaders: Orc shamans get lead Ritual rank 1 and contribute rank 2.
  • Warrior:
    • Brutal Warriors: Orcs are stronger than many other races; they start the game with Rage, and Brutal Strike Rank 1, and Master of Arms.
    • Armoured Mobility: Orcs eat, sleep, shag, and travel in their armour, this makes them at home inside it, and they have a constant -50% reduction to their armour's hindrance value for Balance, Climb, DAC, and Swim. This does not affect Hindrance from Spells or Shields. This does not stack with any other reduction to Hindrance.
    • Green is Best: While raging Warrior Orcs may choose to not attack other Horde members.
  • Rogue:
    • Nimble: Orc Rogues start with DAC, Detect Traps, and Heightened Senses Rank 2.
  • Emissary:
    • Orc Etiquette: Orc emissaries may choose either Diplomacy or Research.
    • Reading Others: They gain Detect Deceit and Intimidate at Rank 2.
    • Skilled Tongue: You may choose one exotic and one common language spoken.

Racial Disadvantages:

  • Racial Skill Restrictions: Warrior/Rogue/Shaman Orcs cannot learn Diplomacy, Meditation, or Research.
  • Superstitious: Orcs have a very complex structure of beliefs and superstitions and must choose a flaw for which the character receives no benefit.
  • Fear of Magic: Orcs hate and fear the magic of non-Horde casters and consider non-Horde casters targeting them with magic to be an insult which must be punished. In circumstances of genuine need, Orcs may accept magic from a non-Horde caster they trust, but this is rare. They will not allow spells to be cast upon them unless they trust the caster and need the spell effect. Orcs will target casters first in battle and this is especially true when raging.
  • Brutal: Orcs are a brutal race and have little patience for games or puzzles (other than challenges of skill or strength). They have little patience for the weak and often try to assert their strength over others to show dominance. Orc Emissaries have learned to overcome these tendencies.
  • Reduced Lore: Warrior/Rogue Orcs generate free lore points at half the normal rate.
  • No Magic: Magic is reserved for the Shamans of the horde and non-Shaman Orcs cannot learn any form of casting.
  • Reduced Martial Prowess: ShamanOrcs may only learn one rank of Style mastery for every three ranks of casting.
  • Caste System: Once chosen, an Orc can never change their caste (Warrior/Rogue/Shaman/Emissary).

Troll Kin

Troll-kin would be the scariest race on Geos if they weren’t so stupid. Troll-kin have no culture, no creed, no politics, no ethics, and really no skills apart from the fact that they are super strong and incredibly hard to kill. When Troll-kin live apart from other races, they degenerate to the status of beasts eating whatever they find, defecating anywhere, and despoiling the landscape. Those Troll-kin who live among the Horde have learned to use the Horde language and a handful of words of other languages, but rarely leave Horde lands unless accompanied by an Ork minder. Extremely few Troll-kin have ever grown to overcome these stereotype and have managed to live in semi-populated areas with (relatively) little killing. Troll-kin are often ‘bridge-keepers,’ and collect tolls from those that cross their bridges; however, farmers in the company of goats have to pay a hefty toll.

troll_sml.jpg

Race: Horde
Subrace: Troll-kin
Alignment Guideline: NNN
Banned Alignment: Any other
Religion Guideline: Cerberus
Banned Religion: Any Other
EXP Adjustment: -50% [Nothing can ever raise this Adjustment above -50%]
Boon Cost: 500
Racial Lores: Lore Trolls Rank 1.
Suggested Geographies: Mountains, Caves.
Barred Geographies: Urban
Suggested Heritages: Bestial, Giant.
Barred Heritages: Arcane, Diety's Chosen
Multipliers: Might 1. Agility 2. Connection 4. Intellect 6. Arcane 9. Psionic 9. Divine 4. Natural 4. [These multiplers are fixed and can never change]
Language: S Horde (Limited)
Loc: 15
Con: 30
Halo: 0
Mana: 0
Willpower: 0
Wealth: 0

Costuming:

  • Troll-kin are huge mountains of muscle, their skins are mottled green and brown and thick, and their tusks are huge and often reach up to their pointy ears.
  • Troll-kin must physically represent their thick hide, failure to do so properly will result in a reduction to their Natural PAC.

Racial Advantages:

  • Troll Regeneration: Troll-kin regenerate at a rate of 1 point of Loc or Natural PAC every [4 minutes on Low, 3 minutes on Mid, 2 minutes on High, and 1 minute on Epic. A severed body part or organ takes 1 hour to regrow. Troll-Kin regenerate subdual damage at a rate of one point per second. Troll-kin do not regenerate damage dealt to them by Fire, Acid, Raw, Bane-Troll/Horde, Affect-Troll/Horde or Holy attacks, or after their heart, brain, or head is removed. Troll-kin body parts survive to -20 before becoming severed. All regeneration ends instantly when the Troll-Kin dies.
  • Natural Armour: Troll-kin have enormously thick hides. Their hide provides PAC which regenerates like their Loc. At low level they have PAC 5, at mid PAC 10, at high PAC 20, and at Epic PAC 30.
  • Natural Warrior: Troll-kin start with Strength Rank 2 and a Constant +1 bonus to Strength and Brutal Strike. They are considered proficient with clubs and rocks.
  • Detect Food: Troll-kin can sense whether they can eat the target of this ability without doing themselves serious harm. This detects severe foreign substances or diseases, illusions, and incorporeal creatures.

Racial Disadvantages:

  • Racial Skill Restrictions: Troll-kin can only learn skills based on instinct and physical prowess rather than anything which requires skill or finesse. For example they cannot learn skills associated with crafting, casting, language, ritual, traps, chicurgery, tracking, and so on. However, an Epic Troll-kin may learn one such skill. Troll-Kin cannot even learn Style Mastery above Rank 5. Troll-Kin cannot learn Rage's Friend.
  • Ork’s Command: All other races of the Horde have been trained to value the word of an Ork above all others. They may not attack an Ork, nor may they refuse a direct order from one; such orders are usually mimed.
  • Stupidity: Troll-kin are incredibly stupid. Their multipliers are set as above from character creation and cannot be changed. They do not generate free lore points at all. Training costs for Troll-Kin are tripled. Troll-kin may not wear any armour, use shields, dual wield, use projectile weapons (except thrown rocks), use magical items, or consumables. Troll-kin have no magical item slots and effectively have the full Consumable Abstinence flaw.
  • Dislike Magic: Troll-kin associate magic with fire and rarely go near it if they can avoid it. They do not like being the target of spells of any kind and will always strike those who attempt to cast on them.
  • Cannot Resist: Troll-kin treat Fire and Acid attacks as Holy/Raw and as Bane [Low Level Bane, Mid Level Bane, High Level Double Bane, Epic Level Triple Bane]. Troll-Kin are Vulnerable to Fire.
  • Limited Language: Troll-kin characters cannot speak common, they understand only 20 words of Horde and gain new words at a rate of 1 per level. They can never learn new language skills.