Enchanted Realms Rulebook
PHYLUM: HOMINOID
CLASS: MONGREL
Creatures of the mongrel class have one distinction: they have a mixture of hereditary breeding, so much so if their creation were occuring today, they would likely be classified as magogen. However, these species have stabilized into a distinct lifesong structures over the past few centuries or more.
Orc
The orc is a species of hominoids that has been a threat to the civilized cultures for as long as any can remember. Their origin is uncertain, but elfin legend claims they came from a mix of elves and humans, captured by a cult of Yutris more than a millennium ago. According to the elfin lore, the victims were tortured, corrupted and forced to breed among the darkest of hearts. The cult used selective breeding and dark magic to mix slime and stone into the victims’ lifesongs. Worse, the element of evil itself was injected into the orcs’ proto-genesis. During their familial design, orcs gained darkvision - the ability to see without light up to 60 feet. Eventually, the cult of Yutris lost control of keeping them as slaves because the orcs became too brutal and too strong. This was the effective point in time when the species became its own.
They usually have grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that feature lower canines resembling boar tusks. Many also have wolf-like ears that are pointed on the ends, similar to elves. Orcs are roughly the same size as humans though usually robust and muscular. Orcs breed fast and live short lives compared with most other hominoids. The average orc will seldom live longer than 40 years, even if it managed to avoid violent death.
Most orcs encountered in the wild are unarmored, wearing hides and skins that offer no help to their Defense. Thus, the base Defense listed here is based on a lack of armor. As one increases in rank and importance to the tribe, armor and shields may be employed.
Orkane Blood
A creature of orkane blood is the offspring from an inter-species breeding where one parent has the heritage traced to an orc. One would like to say this is a single generation limitation; however, orc-breeding is unique. Different from most species, the orkane trait permits cross-breeding with nearly any other species in the hominoid phylum and even others on occasion. Should a child result from a forced breding, it is known as a sub-orc.
The other strain of orkane blood is known as a baazuuk. Such are rare enough that the baazuuk strain has yet to develop into a self-sustained breed or species; however, the emergence of these orkanes reeks of diabolic evil involving the greater devil or evil deity, Asmodeus, forcing the lifesong mixture of orcs and pogonazu devils. Baazuuk have special protection from fire damage, having a +2 bonus of Defense against fire and further 1 point of fire damage is reduced when damage does occur.
Oroq
Also called hu’ruk, meaning high-orc, this species appears to be a slightly more civilized species of orc. Still violent and evil, they have developed a sense of honor to construct social pressure to prevent internal strife.
Troglodyte
Troglodytes are cave-dwelling hominoids with both reptilian and mammalian characteristics. They have a barbaric culture centered around food and scent. In combat, they often carry clubs but use them defensively as a parry weapon but attack by biting and clawing. The stench of an angry or frightened troglodyte is so foul that it sickened all living creatures nearby, even after the troglodyte has died. Any creature other than another troglodyte that finds itself within 5 feet (in an adjacent hex) of the troglodyte must succeed on a Resilience save (TM:12) or suffer the nauseated condition until the start of the victim’s next turn. On a successful save, the creature is immune to the stench of all troglodytes for the following hour. Further, as a combat style, troglodytes strike defensively at melee attacks to misdirect incoming swings, acting as a parry skill, as mentioned above.