Orc Lands
Orc
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.- On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.
- Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar’s tusks.
Orc Camp Encounter
Wyvern Tor
- This crag is a prominent landmark in the rugged hills southeart of the Cambrey Valley and Hobgoblin lands, and is easily visible from twenty miles away. People traveling along the Cambrey Pass on the way to Palm Point catch glimpses of Wyvern Tor to the south as they go. The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters years ago. Though the wyverns never returned, other creatures lair here from time to time. Wyvern Tor’s current squatters include a band of orcs and their ogre ally.
- The orcs are scouts of the Many Arrows tribe. These orcs often roam into the more civilized areas of the North, spying out human settlements, waylaying travelers, and looting and plundering as opportunities present themselves. Stories of new settlers near Palm Point and renewed traffic along near the old Pyramid ruins drew this band to the area. Their leader is Brughor Axe-Biter (Brughor-axe-biter CR 1/2)—a savage brute who is more interested in murdering and looting than scouting.
Orc Camp
- Wyvern Tor is a sizable hill, with miles of rugged terrain on its flanks and slopes. Searching for the hidden orc camp takes time. The party can attempt one DC 15 Wisdom (Perception) check or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way.
"The faint smell of smoke hangs on the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is a single orc."If the characters can quietly and expeditiously take out the lone orc, they have a chance to surprise the orcs in the cave. If the sentry spots the characters sneaking up, or if it is not silenced during the surprise round, the orc retreats back to the cave to warn the others.
- The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a filthy ogre named Gog. Gog fights until slain, while the orcs fight until Brughor is killed, at which point any remaining orcs flee.
Treasure
- Brughor’s band plundered several homesteads farther north on their way to Wyvern Tor.
- An unlocked treasure chest in the cave holds 750 cp, 180 sp, 62 ep, 30 gp, and three vials of perfume (10 gp each).
ORC LAIR IN SOUTHERN NALIED DESERT
Main Chamber
The warriors that worship Gruumsh and Ilneval occupy the main area of the complex, a large cavern that has the war hearth at its center and a shrine to Ilneval along the perimeter. The focal point of the shrine is a blood-covered sword mounted on the wall.- The area also includes a pile of broken femurs that represents a shrine to Bahgtru. The worshipers of Bahgtru are mostly young, brash orc warriors, eager to prove their strength and bravery to the elders of the tribe. Even if space is available in the stronghold, they often live outside the entrance in crude bivouacs and roughshod fortifications, protecting their elders by guarding the stronghold’s vulnerable spot.
- Off to one side of the chamber, away from where the warriors are quartered, is the fighting pit, a sunken and fenced-off area where orcs settle their differences or engage in contests of strength.
War Chief’s Quarters
Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments from Gruumsh. The best loot and trophies of triumph are piled in this room and considered to be the property of the chief. A fire, not as large as the war hearth, burns in its center.- Next to the chief’s enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings.
Caves for Followers of Luthic
Orcs who worship Luthic are sequestered in a cavern off the main chamber, where they protect the young and supervise food stores. These orcs take control of prisoners brought back from raids, using them as slave labor to dig out new living space and do other menial tasks.- Most of Luthic’s faithful reside in this area, close to the whelping pens where young orcs are kept until they grow old enough to contribute to the tribe. When they’re not being worked, slaves are housed in a small adjoining chamber and watched over by a group of cave bears that Luthic’s worshipers keep as pets.
- Many of Luthic’s priestesses have their quarters in a nearby cavern that holds the tribe’s shrine to Luthic. She is represented by a crude stone statue with claws covered in charcoal and a body smeared with red ochre.
Caves for Followers of Yurtrus
Followers of Yurtrus reside on the threshold of where the deep area of the cavern system begins. They are the keepers of the dead, and the entrance to their realm is festooned with piles of bones and skulls. An altar to Yurtrus, made of stone with a hand painted in ash and tallow on it, stands in a cramped chamber apart from the main living area that is lined with skulls and bones.Caves for Followers of Shargaas
Followers of Shargaas dwell within the most remote area of the stronghold, immersed in darkness and feared by the rest of the tribe. The tribe’s altar to Shargaas is a bloodstained rock.- The stronghold depicted in the map features a number of small passages that lead away from the depths of the lair and eventually provide egress to the surface. The members of the tribe’s Shargaas cult, which call themselves the Red Fang of Shargaas, take advantage of these secret tunnels to raid the outside world and bring back prisoners.
- The members of the Red Fang use giant, carnivorous bats as mounts, that allow them to gain silent access to any location. Those who think they can hide under cover of darkness or escape invisibly are easy marks for the Red Fang’s bats, which locate their prey with high-pitched clicks and shrieks, then swoop down and snatch up their prey with razor sharp claws.
- Bat riders of the Red Fang return from their raids the same way they exited — through a crack in the cliff face far away from their lair. A tunnel leads through layers of damp stone and crystallized minerals before eventually opening out into their subterranean domain. Captives are used as food for the brood of giant bats that roost in the rookery or are kept as slaves to be worked or used for barter.
Treasure
Orcs are consummate raiders. When they attack and overwhelm, they claim as booty anything of value that they can carry — and an orc’s definition of “value” can be very loose indeed.- The strongest or most dominant orcs will always claim the best loot after a successful raid, and since the pecking order in the group is almost always firmly established, there are usually no squabbles over who gets what. If the tribe’s war wagon is available, it is used to transport large or especially treasured items.
- Each orc warrior carries its personal loot from the raid in a sack. These are the trophies of victory that orcs brandish and boast about when they return to the den. A loot sack might contain something of demonstrable worth or usefulness, something that’s edible (or used to be), or something that was acquired at great risk. In any case, once the bragging is over, the loot is eaten, put to use, or otherwise disposed of.
Orc Trophies
d10 Trophy- 1 1d12 elf ears
- 2 1d4 dwarf beards
- 3 1d6 human heads
- 4 Skulls and bones
- 5 Cave bear paw
- 6 1d20 severed fingers
- 7 1d8 eyeballs
- 8 Flayed elf skin
- 9 Dire wolf hide
- 10 Random trinket*
Orcs: The Godsworn
- To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, “Gruumsh!” is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.
- Every soldier who lives through a fight with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
- Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to the plane of Acheron. It is there in the afterlife where the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.
Lord Dagult Neverember once told me, during a drunken tirade, that orcs are fearful of their gods, and, if one plays one’s cards right, they can be controlled through that fear and made to dance to any tune. — Volo
Life in the Tribe
Orcs survive through savagery and force of numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.Booming Birth Rate
In order to replenish the casualties of their endless warring, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are relieved of their other roles and taken to the lair’s whelping pens, where they are tended to by Luthic’s followers.- Orcs don’t take mates, and no pair-bonding occurs in a tribe other than at the moment when coupling takes place. At other times, males and females are more or less indifferent toward one another. All orcs consider mating to be a mundane necessity of life, and no special significance beyond that is imparted to it.
- At 4 years old an orc is considered a juvenile, and by age 12 it is a fully functioning adult. Most orcs don’t live past the age of 25 due to battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when she uses this power and tends to frown upon the one so “blessed.”
Future Warriors
Young orcs must mature quickly in order to survive their perilous upbringing. Their early years are fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself while learning to fight, to survive in the wild, and to fear the gods.- The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the depths of the lair, and left for the followers of Yurtrus or Shargaas to accept or reject. A fully grown orc warrior is well prepared for a lifetime of combat.
Search, Destroy, Repeat
When a tribe is on the move, orc warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the chief can plan where to send raiders next.- The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe can subsist on this sort of prey and booty for quite some time.
War Wagons
Orcs pillage and scavenge wherever they go — everything is loot, and loot is always something to be proud of. In order to haul as much food and booty as possible back to the tribe’s den, every tribe has a sturdy war wagon. Since orcs are poor crafters, most of their wagons are stolen from human or dwarven strongholds, and then decorated with uniquely orcish accessories.- A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and festooned with garish trinkets and grisly trophies that hang from hooks and spikes. A war wagon makes a good shield against arrows when orcs besiege an elven fortress, and a heavily modified wagon could serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
- A heavily laden wagon that requires the strongest orcs to return it to the lair is a sign of great success. One that can be moved by the runts of the tribe is proof of a shameful performance.
- The loss of a tribe’s war wagon can undermine the chieftain’s authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas. But even these orcs are trained in combat, and all of them are expected to act like warriors if the lair is attacked or threatened. Their numbers are augmented by any orogs in the tribe, which are primarily responsible for making sure that the lair is protected from intruders.Special Enemies
When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave themselves the option of returning to raid the community over and over.- When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs become so frenzied in combat against elves that they forget all about taking loot and valuables back to the tribe — the only trophies of any worth are the heads of their enemies.
- Orcs treat dwarves somewhat differently from other foes, because they covet the homes that dwarves fashion for themselves. If a tribe succeeds in fighting its way into a dwarfhold, the orcs will butcher any dwarf that stands against them, but it’s really all about the property — they would be just as happy if all the dwarves ran away.
Strength Respects Strength
Orcs appreciate physical prowess and formidable combat ability in any form. As such, they might accept other creatures into their ranks from time to time. Orcs have been known to associate with wereboars and ettins, both creatures that can markedly improve a tribe’s murderous efficiency. For a promise of sufficient food and loot, a troll might accompany a tribe temporarily.- A group of orcs can be dominated by evil creatures of immense power, and they accept this subservient role either because they are forced to or because it offers them a measure of security while they engage in their savagery. Green dragons, for instance, sometimes use orcs as sentinels or shock troops. Orcs are sometimes attracted to the service of frost giants or fire giants, who then “reward” their loyalty by turning them into slaves.
- If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre. It is also not unheard of for an exceptionally strong and charismatic evil human to lead stray orcs that no longer have a tribe to call their own.
When Tribes Team Up
An orc tribe typically has no more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the rival orcs first and foremost as competitors for food and victims.- On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering killers that washes over the countryside and leaves vast tracts of devastation in its wake. Such an event is rare in the extreme, but its consequences can lay low entire nations that are unable to stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them.- As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use pigments to decorate and distinguish themselves and their lairs.
Omens and Superstitions
- Orcs believe that any seemingly unimportant discovery or event — a bear’s claw marks on a tree, a flock of crows, or a sudden gust of wind — might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
- If a dwarf or a human invokes its god upon dying, you must carry the corpse’s ears for three days to ward off any retribution, and then bury or burn them.
- Three ravens is always a good sign.
- It is good luck to spit where you are about to sleep.
- Gnome bones can ward off diseases if they are worn.
- Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
- Seeing a shooting star before a battle is bad luck. To ward it off, you must swallow a stone.
- A tribute of elf ears brings favor from Gruumsh.
- If you bury five stones at dawn before a long journey, you will always find your way back to the war hearth.
- Stomping your foot three times and uttering “Gruumsh” wards off bad magic.
Symbolic Communication
Orcs have a written language adapted from that of the dwarves, but they aren’t a literate culture and rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.Colors of Conquest
Three colors have special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to represent darkness.- The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For instance, the chief of one tribe might be the only one that has the right to stain its tusks with red ochre, while the warriors of another tribe rub streaks of ash into their garments to signify their safe return from a raid.
ORC SHEETS
Orc CR 1/2Orc-nurtured-one-of-yurtrus CR 1/2 (diseased for battle sacrifice)
Orc-claw-of-luthic CR 2 (cleric-ish)
Orc-eye-of-gruumsh CR 2 (mage)
Orc-hand-of-yurtrus CR 2 (mage)
Orc-war-chief CR 4
Fiendish-orc CR 4
Orc-blade-of-ilneval CR 4 (tactics)
Orc Red Fang of Shargaas CR 3 (Giant Bat Riders, Stealth Raiders)
ORC PET SHEETS
ORC NAMES - MANY ARROWS TRIBE
MALES
- Gokk The Vengeful
- Brug The Mad
- Zall Chaos Slayer
- Jub The Grave
- Addak Brain Shatterer
- Ghanzukk The Colossal
- Urluk The Barren
- Dordor Fiend Sunderer
- Bogur Talon Breaker
- Numvul The Defiant
FEMALES
- Rhak The Frantic
- Dhem The Hollow
- Ming Chaos Defacer
- Gung The Dark
- Odgun Chin Defacer
- Bhedgu Breath Brand
- Byedkau The Lost
- Sovnuz War Saber
- Byetom The Filthy
- Haddo Chin Trampler
Type
Military, Camp
- At the pinnacle of the orc pantheon is Gruumsh One-Eye, who created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all three gods are a tribe’s raiders and ravagers — often the only part of an orc tribe that its victims ever see.
- Deep within the den of a tribe, far away from the war-hearth where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
- Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the great unknown.
NISHREK AND THE ETERNAL WAR
- Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield — specifically the layer of Nishrek, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an eager foe and enable them to prove their worth before their deities. He relishes every short-term triumph and swears revenge for every setback.
- Luthic, though, takes a longer view. She understands the cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.
- The cosmic battle between the two pantheons has raged for eons without resolution, leading those who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Gruumsh, “He Who Watches”
- Gruumsh, the undisputed ruler of the orc pantheon, pushes his children to increase their numbers so they may be his instrument of revenge against the realms of elves, humans, and dwarves. In order to spite the gods who spurned him, Gruumsh leads his orcs on a mission of ceaseless slaughter, fueled by an unending rage that seeks to lay waste to the civilized world and revel in its anguish.
- Orcs are naturally chaotic and unorganized, acting on their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the other orcs in a tribe.
- A Chosen Few. Orcs don’t become renowned in their tribes by choosing Gruumsh; he chooses them. An orc might claim its allegiance to Gruumsh, but only those who have proven themselves through feats of strength and ferocity in war are considered worthy of being true worshipers. Gruumsh singles out these individuals by bestowing upon each one a powerful dream or vision that signifies acceptance into his inner circle.
- Those who are visited by Gruumsh are transformed psychologically and often physically by the experience. Some are driven to the brink of madness, reduced to muttering about omens and prophecies, while others become imbued with supernatural power and rise to positions of leadership.
- Eyes of Gruumsh. A few of the orcs touched by the power of Gruumsh are given the ultimate honor of carrying a small part of the god’s overwhelming rage into battle, in the form of magic that augments their weapons and helps the tribe succeed. To become an eye of Gruumsh, an orc that has been chosen by Gruumsh must gouge out one of its eyes as a sign of devotion, sacrificing half of its mortal vision in return for divine power. These god-touched orcs are revered as living connections to Gruumsh, and are treated with respect even when they are old and infirm.
Ilneval, “the War Maker”
- Ilneval is the loyal right hand of Gruumsh. He is the god who plans the attacks and devises the strategies that allow the forces of Gruumsh to dominate the battle and fill their war wagons with plunder and severed heads. Ilneval stands with his bloody sword, calling to those who understand the ebb and flow of combat to sit around his council fire and learn the ways of warfare.
- Skilled Strategists. Orcs that show aptitude for the nuances of warfare at an early age are considered chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, seeming to have an uncanny sense of when to move and when to strike, able to exploit the weakness of their enemy like a pack of hungry wolves.
Bahgtru, “the Leg Breaker”
- Despite the influence of Ilneval, orcs are and will forever be brutal and feral in how they wage war. Bahgtru is the deity who epitomizes the physical might and ruthlessness that orcs use to overwhelm their foes. He is the one who drives every thrust of an orc’s weapon, so that it does as much harm as possible.
- Fearless and Mighty. In the myths, it is said that Bahgtru was out hunting when he was surprised by the mightiest of the behirs, one with hundreds of legs. In a flash, Bahgtru was wrapped in the creature’s coils and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru’s followers, reminding them that anything can be broken and defeated by superior strength.
- Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove their superior strength and endurance through cruel contests against their tribe mates, acts of unprovoked belligerence, and great success in battle. It is through these tests of strength that Bahgtru’s followers prove which among them will eventually be worthy of Gruumsh’s unwavering gaze.
- The Sacred Bull. Orcs of Bahgtru sometimes enter battle astride aurochs, large creatures that resemble oxen or cattle but are much more ferocious (see appendix A for their statistics). By doing so they honor the creatures as well as their deity, because legends tell that Bahgtru also rode a great bull into battle. No orc will eat or harm one of these sacred beasts, which are believed to be imbued with Bahgtru’s spirit.
Luthic, “the Cave Mother”
- While Gruumsh is the external force that pushes the orcs to victory over their enemies, it is the influence of Luthic, his wife, that binds them together and makes the orcs internally cohesive. She is the force that keeps the explosive rage of Gruumsh from bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather than a force capable of great destruction.
- Far from the den’s war hearth, within the protective depths of the caves, the followers of Luthic tend the orc brood, raising them to be strong and cruel like their progenitors. By invoking the power of superstitions, omens, and traditions, these claws of Luthic hold the tribe together through ritual, fear and, if necessary, force.
- Talons of the Bear. Luthic is often thought to take the guise of an enormous cave bear. Her followers honor this aspect of her by keeping cave bears as pets to guard the whelping pens that are filled with squabbling young. Luthic’s devoted also grow their claws long and paint them black to mimic the fearsome talons of their goddess. Luthic rewards them by making their claws as strong and tough as iron.
- Holding the Fort. Along with protecting the young and the tribe’s food stores, the worshipers of Luthic also serve as the crafters, engineers, and builders of an orc tribe. They fashion crude weapons, armor, and the few manufactured items that the orcs need for daily life. When the tribe is away on raids, they are expected to dig deeper into the caverns of the den to create more living space for the ever-increasing population.
Yurtrus, “the White Hand”
- Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish. Yurtrus has no mouth and never utters a sound, so that he may come in absolute silence for his chosen.
- The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites when contact with spirits occurs.
- The White Hands. Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so. Through this nonverbal communion, they begin to comprehend how to use the magic of death. These shamans, known as White Hands, cover their hands in white ash or wear pale gloves made of elf skin to symbolize their connection to the power of Yurtrus. The necromancy practiced by the shamans of Yurtrus is a force considered taboo by orcs, which makes them both revered and feared by the rest of the tribe.
- Traffickers of the Dead. Orcs who die “a good death” are sent to Gruumsh by the priests of Yurtrus. The priests seek out the bodies of such fallen heroes and sever their heads, boil or smoke them to rid them of most of the flesh, and then use a ritual punch to break out the bridge of the nose and leave the skull with a single eye. Orcs that appreciate the strength and ferocity of a foe might choose to honor that enemy by giving it the same treatment. The bodies of orcs that die in a failed battle are left behind; they were weak and don’t deserve to join Gruumsh. Those that die of old age have typically already been taken into Yurtrus’s fold, and their bones are used to build furnishings and structures in the area of the lair dedicated to the worship of Yurtrus.
- Chosen of Yurtrus. Orcs that suffer from gruesome diseases are brought into Yurtrus’s fold and tended like prized cattle. These orcs are called nurtured ones, and they are considered the chosen of Yurtrus because they have been picked for the special purpose of spreading his virulent message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy’s encampment, often through a hail of arrows, in order to spread their affliction within their foe’s ranks.
Shargaas, “the Night Lord”
- Shargaas is a god of darkness and the unknown. He is a secretive and murderous deity, dangerous to all except Gruumsh. His realm is the darkness that no creatures but those devoted to him can see through.
- To other orcs, the followers of Shargaas are depraved and twisted creatures that have no honor and skulk in the shadows. Rejected by Yurtrus as too unsuitable to serve as custodians of the dead, these orcs live even deeper inside the lair, close to where the entrance to Shargaas’s realm is located. There in the darkness, orcs exiled to meet their fate are either brought into the fold as members of the tribe’s Shargaas cult, or are torn to pieces and devoured as sacrificial tributes by the worshipers of the Night Lord.
Culling the Weak.
Although most followers of Shargaas are exiles, living in the farthest reaches of the lair away from the rest of the tribe, others remain within the main body, posing as ordinary warriors. These agents single out the weakest members of the fighting force, because removing these weak links strengthens the rest of the group. Soon after being born, an orc must be able to show that it will grow into a capable warrior, or else it will be visited by the cultists of Shargaas. The cultists also waylay orcs that have proved themselves ineffectual in leadership or combat, then drag them into Shargaas’s dark caverns to be ritually murdered and devoured.- This culling of the weak and the unworthy is accepted as necessary by the tribe, but speaking about it is taboo. Those that disappear are simply said to be “with Shargaas” and are spoken of no more.
Alliance of Convenience.
- When faced with a particularly skilled foe able to withstand direct assaults, a war chief might call upon the cultists of Shargaas to assassinate an enemy leader, kidnap an influential hostage, or steal a valuable item.
- Gruumsh doesn’t always look kindly on acts of subterfuge and indirectness, because orcs are meant to take and do what they want through straightforward assault and brutality. Nonetheless, when the chief seeks the aid of Shargaas to accomplish such a task, the leader of the cult is willing to comply — for a price. In exchange for its less than honorable services, the leader will strike a deal with the war chief to provide food, tools, slaves, or some other commodity that the cult prizes.
"Not all orc weaklings are taken by those who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them." — Elminster


