Fury in the Wastelands: the Orcs of Tellene Credits

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Fury in the Wastelands: the Orcs of Tellene Credits Fury in the Wastelands: the Orcs of Tellene Credits Author: Paul “Wiggy” Wade-Williams v.3.5 Revisions: George Fields Editors: Brian Jelke, David Kenzer, Noah Kolman, Don Morgan, Mark Plemmons Additional Contributors: Eric Engelhard and Richard Jensen Art Director: Bob Burke Art Liaison: Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Caleb Cleveland, Thomas Denmark, Brendon Fraim, Brian Fraim, Ginger Kubic, Eric Olsen, Tony Parker Graphic Design: Jennifer “Jiffy” Burke Project Managers: Brian Jelke, Mark Plemmons Production Manager: Steve Johansson Playtesters: Mark Billanie, Jason Cain, Anne Canava, Joe Charles, Doug Click, Gigi Epps, Charles Finnell, Donovan Grimwood, Daniel Haslam, Mark Howe, Chelsey Maggard, Mark Maggard, Sarah Maggard, Steven Maggard, Theo Maggard, Glenn Martin, Alan Moore, Mike Patterson, Mark Prater, Daniel Scothorne, David Sink Jr., Mark Sizer, Brad Todd, Joe Wallace, Luke Wetterlind, John Williams, and John Wright. Table of Contents Introduction . .2 Appendices Chapter 1:The Legend of the Orcs . .3 Appendix A: Glossary of Orc Terms . .99 Chapter 2:The Five Orc Species . Sample. .5 Appendix file B: New Rules . .101 Chapter 3: Orc Social Structure . .11 Appendix C: Index . .117 Chapter 4: Orc Culture . .20 Chapter 5:Warfare . .43 Chapter 6: Religion . .51 Chapter 7: Misconceptions . .58 Chapter 8: Major Tribes of Tellene . .61 Chapter 9: Sample Orc Personalities . .77 Chapter 10: Making and Playing an Orc PC . .91 Chapter 11:Adventure Hooks . .95 © Copyright 2002, 2008 Kenzer and Company. All Rights Reserved. Designed in the Questions, Comments, Product Orders? United States of America Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W. Greenwood Ave Visit our website: Waukegan, IL 60087 www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. Names, characters, places and incidents either are the express written consent of Kenzer and Company. Permission is granted to the product of the authors’ imaginations or are used fictitiously, and any resem- purchaser of this product to reproduce sections of this book for personal use blance to actual persons, living or dead, events or locales is entirely coincidental. only. Sale or trade of such reproductions is strictly prohibited. With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Fury in the Wastelands, ImageQuest, the 1 ImageQuest logo and the Kenzer and Company logo are trademarks of Kenzer and Company. © 2008 Kenzer & Company, Inc. All Rights Reserved. Dungeons & Dragons, D&D, and Dungeon Master are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. ©2008 Wizards of the Coast, Inc. Introduction Introduction ORGANIZATION THE LEGEND OF THE ORCS (CHAPTER 1): There are few places in Tellene where spitting in disgust does Chapter one contains the legendary history of the orcs from not follow an utterance of the word 'orc'. The mindset of the the Codex of Dooms and provides insight into the motivations major, civilized races is so ingrained with loathing and of the orc race. contempt for these barbaric raiders that they are universally THE FIVE ORC SPECIES (CHAPTER 2): hated. Tales of their wanton destruction, rapacious nature, and Chapter two details the five different species of orc found on complete disregard for any life, even that of their own kind, has Tellene from a physiological and psychological viewpoint. earned them a bad reputation. But is it totally deserved? For many centuries orc warbands have attacked settlements, raided ORC SOCIAL STRUCTURE (CHAPTER 3): caravans, and looted temples, but what drives them to perform Chapter three explains the orc social structure, how the various castes work together, and the process of how a tribe is such acts and why haven’t they become civilized in a manner governed. similar to hobgoblins? Contained within this sourcebook for the KINGDOMS OF ORC CULTURE (CHAPTER 4): KALAMAR campaign setting is the truth about orcs, presented in Chapter four goes into great depth on orc culture, covering an unbiased style. The orcs' history, culture, mindset, core everything from their cycle of life and habitats through to diet religious beliefs, and methods of warfare are examined in detail. and language. Even their guttural language is detailed for the first time. WARFARE (CHAPTER 5): Orcs have been present in Dungeons & Dragons® since the Chapter five is dedicated to warfare and covers weapons and game was invented back in the 70’s, but most DMs, the author armor, organizational structure and orc military tactics. included, have a tendency to treat them as simple savages bent on looting and raping without mercy. But there is more to any RELIGION (CHAPTER 6): race than the stereotype we first picture after reading the Chapter six expands on the orc religion, detailing their gods’ Monster Manual description. Orcs are no more ‘simple’ savages tenets and their most important ceremonies. It includes details than dwarves are ‘simple’ miners lusting after gold. on the orc views of many of the evil gods and new rules, This book will not match everyone’s image of orcs, but that is including a new prestige class. fine. Role-playing is not about being told by gameSample companies fileMISCONCEPTIONS (CHAPTER 7): what your campaign should contain and how its races should Chapter seven looks at misconceptions of orcs and the truth act. If you do not like something within these pages, then behind some of the more common beliefs. change it to suit your vision. MAJOR TRIBES OF TELLENE (CHAPTER 8): Notes: The terms 'civilized’ and 'major races' are used Chapter eight lists the major tribes on Tellene, their location, throughout this book and refer to members of the races of strength, and current events affecting them. humans, elves, dwarves, gnomes, halflings, half-orcs who follow their human parentage, and hobgoblins. Throughout the book SAMPLE ORC PERSONALITIES (CHAPTER 9): many terms are given in the orc language and their English Chapter nine gives DMs ten orc personalities, from powerful translation is typically given only once, when the word is first tribal ruler down to lowly slave, for use in his campaign as allies encountered. The author feels that the use of orc language, or adversaries. where appropriate, creates a better atmosphere during reading MAKING AND PLAYING AN ORC PC (CHAPTER 10): and all translations can be found in the glossary. Chapter ten explains everything you wanted to know about playing an orc, including new prestige classes and feats, as well WHAT THIS BOOK CONTAINS as templates for the sub-breeds. As a sourcebook, this book is designed for both players and DMs alike. Players will find a wealth of information for playing ADVENTURE HOOKS (CHAPTER 11): Chapter eleven presents a dozen adventure hooks dealing full-blooded orc characters, with new feats, prestige classes, with Orcs. It includes ideas for a traditional party fighting orcs spells, and magic items for their characters to wield and enough as well as for a party of orc PCs. information to give them as much depth as any of the standard races. DMs can use the same information to move orcs up the APPENDICES: 2 ladder from 'experience point fodder' to major threat, giving The three appendices contain a glossary of orc words and players a chance to learn the truth about these long neglected their translations, a compiled reference of the rules presented creatures through role-playing. throughout the book, and an index. Chapter 1: The Legend of the Orcs Chapter 1: THE LEGEND OF THE ORCS "They are a natural part of the world. As the benevolent gods 'The Gods, those lesser powers of Darkness and Light, set about to build created man, and then the other species, so the gods of darkness the world to their taste. created orcs. Fortunately light will always conquer darkness and 'The powers of Light created deep forests that knew no middle, the orcs pose little threat to mankind." – Roshnyr Karkyn, wizard- mountains that could touch the very sky itself, and seas so wide and scholar of Dijishy. deep that even gods quaked at their edge with fear. The powers of Darkness created twisted parodies of these: dark and fell woods where no THE CREATION light could shine, deep canyons that no light could penetrate, and The beginning of the orc race is shrouded in times so distant marshes so dark and vile that no life could exist there lest it perish before that even the elves and dwarves have no true memory of their a breath was drawn. creation. The orcs themselves care nothing for their past and do 'The Gods saw the world before them, and they saw that it was good. not dwell on the matter, for too much evil dwells in their hearts But the eldest child of Darkness, known to Men as The Creator of Strife, and their strongest desire is only to rule the future. Yet, there had created nothing of worth, and grew jealous. For every nightingale are some scholars from the major races who actively debate or deer of beauty that the forces of Light brought forth, He created a their history and the reasoning behind their creation. Samplecarrion file bird or fell eater of flesh as its equal and opposite. But the forces The following text is an excerpt from an ancient work often of Light had created three Races, and The Creator of Strife had no answer. It was this that riled The Creator of Strife to terrible anger. referred to by scholars as the Codex of Dooms, for it is said to tell 'First amongst the Races were the Elves; creatures of the verdant of foul things that have already happened and that are yet to forests that endured as did the trees, into ages unknown.
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