Orc Clans

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DangerDwarf
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Orc Clans

Post by DangerDwarf »

I make use of orcs pretty regular in my games and like to make slight variations to them so that not all orcs are the same. Over the years I've gathered an extensive list of orcish clans and gave them minor tweaks to make each clan unique in appearance and ability. MOst of them were done under the AD&D rules, although some were d20 as well. I've been tweaking them a little more to make them fully C&C compliant.

Here's a list of a few I've used and am dusting off to use again. While they are specifically used in my Greyhawk campaigns, they can pretty much be dropped anywhere.
Clan Gutshank

The orcs of Clan Gutshank have long been feared by their kin. Where most orcs rely on brute force and strength of numbers to overwhelm their foes, the Gutshanks specialize in stealth and precision strikes. In the past, rivals who have wandered to close to Gutshank territory have often discovered their leaders or shamans murdered in their sleep by Gutshank assassins.

This clan has long held a burning hatred in their hearts for the dwarves and their allies that drove them from the Lortmils during the Hateful Wars, dreaming of the day in which they could strike against their hated foes and return to their homeland. They hold strong the ideas of orcish supremacy and it was their whispered urgings that led to the increasing violence against Maks human forces.

Prior to the invasion of Ulek they made their home east of the Jewel River and conducted numerous raids into the area. When the invasion began the Gutshanks led the way, familiar with the terrain and leading the other tribes to primary targets. Now they serve in a support role of the assembled occupying forces, providing specialized war bands for reconnaissance and sabotage missions. Turrosh Mak has also charged the Gutshanks with expeditions into the Suss Forest seeking a rumored lost city of the Suel. Small bands of these orcs have been seen as far away as the Cairn Hills however, for what purpose no one knows.

Their patron deity is Shargaas and their standard is a downward facing crescent with a dagger thrust through it.
Gutshank Orc

No. Encountered: 2-10

Size: Medium

HD: 1 (d8)

Move: 30 ft.

AC: 13

Attacks: Shortsword (1d6), Dagger (1d4) or Shortbow (1d6)

Special: 60 ft. Darkvision, Back Attack, Climb, Hide, Move Silent

Saves: P

Int: Low

Alignment: Lawful Evil

Type: Humanoid

Treasure: 1

XP: 13 + 1

Note: A Gutshank orcs Back attack, Climb, Hide and Move Silent abilities all function as the rogue class abilities of the same name.

Appearance: The orcs of Clan Gutshank generally wear leather armor dyed grey or black. Their skin color is generally a pale olive green with eye colors being black, grey or the rare pale blue. Their skin is generally smoother and less mottled than their kin of other clans or tribes.
Gutshank Klaw

No. Encountered: 3-5

Size: Medium

HD: 3 (d8)

Move: 30 ft.

AC: 14

Attacks: Shortsword (1d6+1), Dagger (1d4+1) or Shortbow (1d6+1)

Special: 60 ft. Darkvision, Death Attack, Climb, Hide, Move Silent, Poisons, Sneak Attack

Saves: P

Int: Low

Alignment: Lawful Evil

Type: Humanoid

Treasure: 3

XP: 80 + 3

Notes: Gutshank Klaws are more advanced members of the clan, their special abilities function the same as assassin class abilities of the same name. These orcs can usually be found leading a group of 10 regular Gutshank orcs or in groups of 3-5 Klaws performing a special task.

Typical poisons used by Gutshank Klaws are belladonna and datura.

Appearance: Gutshank Klaws conform to the general Clan Gutshank appearance although the Klaws usually wear studded leather armor with bone necklaces and tribal armbands designating their position.
Clan Black Heart

Clan Black Heart was formed in 578CY by its enigmatic leader who gathered surviving members of various decimated clans in the Pomarj. The Black Heart orcs are unusual among their kind. While most orc arcane spell users (often called witch doctors) possess an innate ability for a few spells, Clan Black Heart has a small number of orcs who have actually trained in the art of wizardry by their dread chieftain and excel in the art of necromancy.

Black Heart spell users are known collectively as the Nekrog and enjoy an elevated position within the society of the clan. A small group, the estimated number of these orcish necromancers is in the thirties. While they will be primarily found within the occupied provinces of Ulek, a rare few have been encountered along the Wild Coast and there have been rumored sightings of these strange orcs even farther north; presumably serving the will of their dread chieftain Dinkar.
The Nekrog

No. Encountered: 1-2

Size: Medium

HD: 3 (d6)

Move: 30 ft.

AC: 12

Attacks: Light mace (1d6), Dagger (1d4) or by spell

Special: 60 ft. Darkvision, spell casting

Saves: M

Int: Medium

Alignment: Lawful Evil

Type: Humanoid

Treasure: 3

XP: 80+3

Typical Nekrog Spells: 0th Level: Message, Ghost Sound, Detect Magic, Detect Poison. 1st Level: Sleep, Invisibility to Undead, Protection from Good, Burning Hands. 2nd Level: Speak with Dead, Scare.

Appearance: The Nekrog orcs vary widely in physical characteristics due to them being drawn from various orcish clans and tribes. They generally wear crude robes made of hide with profane arcane markings stitched into them.
Clan Doomfang Orcs

Once the premier clan of Turrosh Maks invading forces, the orcs of the Doomfang suffered heavy losses in 586CY when dwarven forces allied with the Knights of Luna made several counterstrikes into occupied Ulek reclaiming some lost ground. Since that time the clan has struggled to maintain its independence and avoid being absorbed by larger clans.

A particularly vicious orc named Mokunj only recently took control of the clan after besting its former chief in single combat. Torn by infighting and members leaving for other clans Mokunj has a long road ahead of him to restore the Doomfangs to their former glory.

This clan can now be found along the Wild Coast raiding the settlements there and attempting to recruit more orcs to their cause. These orcs possess far more military discipline than most other clans.

They worship Gruumsh and their standard is a single eye with two fangs below it on a field of red.
Doomfang Orcs

No. Encountered: 4-20

Size: Medium

HD: 2 (d10)

Move: 30 ft.

AC: 15 (16 with 1 handed weapon and medium wooden shield)

Attacks: Bearded Axe (3d4 + 1), 2-Handed Sword (2d6 + 1), Broadsword (2d4 + 1), Battle Axe (1d8+1)

Special: 60 ft. Darkvision, weapon specialization with single weapon

Saves: P

Int: low

Alignment: Lawful Evil

Type: Humanoid

Treasure: 2

XP: 15 + 2

Appearance: Doomfang orcs have mottled, red skin. They are slightly larger than most other orcs and possess pronounced fangs. Their eyes are black, their Darkvision giving them a slightly red tinted nimbus in the dark.

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Post by Inkpot »

VERY nice! Consider these little beauties SWIPED!!
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Post by Treebore »

Good stuff. Thanks.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Post by greytale »

Great stuff DangerDwarf. I really like the back story of the Doomfang, they will make for great fun in the game I just started with my sons. There is nothing like a desperate orc.
Thanks

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Post by Maliki »

Nice work, tweaking the humanoids like this makes them a lot more interesting.
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Post by Lurker »

Great stuff DD
Quote:
Consider these little beauties SWIPED!!

Me toooooo
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Tank
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Post by Tank »

I like the physical descriptions. Soon my players will learn to fear the red, mottled-skinned orcs and their bearded axes. Now I just have to break through the front line to get to those juicy magic-users...

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Post by DangerDwarf »

Glad people can make some use out of these. My many clan variations of various humanoids arose out of a desire to make the common creatures more interesting.

The black fletched arrows of the Gutshanks, the primal war cry of the Doomfang; these are the sort of things which help me immerse my players into the setting more. Over the years, they've come to fear some tribes more than others and at their root, they're all the same "common" critter.

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Post by Julian Grimm »

Cool, I may have to dust of my Red Feather Orc clan for you to look at.
Quote:
While they are specifically used in my Greyhawk campaigns, they can pretty much be dropped anywhere.

Greyhawk you say? Definately have been swiped. Would you mind posting these over at RK as well? I have been wanting some stuff for the Gh forum there.
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Post by Tadhg »

Nice work, DD. For me, I always like to see and utilize variations of the standard monster crew that I throw at my players!
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Post by DangerDwarf »

Julian Grimm wrote:
Would you mind posting these over at RK as well? I have been wanting some stuff for the Gh forum there.

Sure, I may throw a few other tweaked humanoids up as well that I've used.

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Post by Catweazle »

I love pottering around with the "basic" humanoids. It all began almost at the beginning of my gaming career, I was introduced to miniatures (Citadel ones) and in a blister pack I found what was called an "armoured orc".

Suddenly orcs seemed a lot more versatile than I'd given them credit for. This orc looked more like a dangerously high-level NPC than just an orc in better gear, and that's where the idea took root and never died.

After that, I never looked back.
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Post by Mad_Irishman »

I'm very impressed. I'm making an Adventure, possibly a campaign with orcs as the main ememy. Do you mind if I use your orcs if I credit your work. Keep up the good work, I have tons of great ideas in my mind, but putting them on paper is a chore

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Post by DangerDwarf »

I don't mind at all, use away.

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Post by Breakdaddy »

Nice variations on the orc. When you make more, I'm sure we'd all love to see them.
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