The Hörk are an elemental race believed
to resemble the legendary bloodling
Sharak. The Hörk
mostly reside in mountainous regions or in vast caverns.
No where that they have been found have they appeared
in large numbers. It is impossible to estimate
how many Hörk might roam above and below the World
of Teréth End.
Physiology:
The Hörk are a massive people composed entirely
of shifting stone. Conical in shape, the stone
people have broad feet with tapering legs and torso
ending in a conical head. When still, Hörk
resemble stalacmites (without the mineral flow patterns
and ridges). When moving, the Hörk resemble
humanoids. When "killed" (as the Ortor
may attest) the people disassemble into smaller rocks,
revealing nothing recognizably organic. There
is considerable variation of size within the race.
Hörk are referred to as neuter as
no gender has been observed. There are no references
to gender in the Urok language.
The lifespan of the Hörk is unknown.
It is difficult to guess how old the people. Those
select few that claim to have spoken with Hörk
have reported discourse on events centuries past. Some
theorize that this knowledge may be the result of a
shared memory.
The Hörk may only heal if their
bodies rest against natural rock. When they are
done healing, pieces of the stone surface will be missing,
having been assumed into the Hörk's body.
Psychology: Generally,
the Hörk seem aloof but not unkind toward other
the races of Teréth
End. Their thoughts, desires and "dreams"
are probably very alien. The only race that seems
to deal well with the Hörk are the half-Faeri Faer.
Conversely, the only race that the Hörk seem
to actively dislike are the Dwürden,
who tunnel and carve through their mountain "kingdoms".
It is interesting to note that the Dwürden
seem oblivious to these feelings and in turn revere
the Hörk. Hörk attacks (coordinated
assaults are a matter of historical record) are interrupted
by the Dwürden as the wages of lost purpose.
Hörk operate with a single-mindedness
rivalled only by machines. When a Hörk decides
to travel somewhere, there is no distraction or event
that can pull them from their task. For this reason,
there have been reports of Hörk walking through
valley towns to go from one ridge to the next. In
the process they have torn through defensive walls,
forded the bottoms of rivers, and plowed through houses
and all structures that stood in their way. The
Ortor deal with such events more frequently than most.
Culture: Like everything
else about this race, the culture of the Hörk is
not clearly understood. Whithin each group there
seems to be a leader which is more massive and stronger
than the others. Choice of a leader, if choice
happens, is a process which has never been observed.
Compounding this mystery is the lack of recognizable
individuality between the Hörk. Hörk
are not believed to grant each other names, though they
seem able to infallibly distinguish between one another
without such identifiers.
Language: The languge of
the Hörk is Urok. The language is exceedingly
difficult to learn by non-Hörk, who do not have
the anatomic facilities to pronounce the sounds. Those
few (mostly Faer, and some Dwürden) that have learned
the grating language have learned to "speak"
Urok with two flat stones which are rubbed, tapped and
struck together. Word formation builds upon a
series of scraping and striking sounds, many of which
are indistinguishable to the Uren ear, but not impossible
to create. The word Hörk for instance may
be sounded with a half-circle scrape followed by a quick
15 degree strike. The palette stone is always held palm-up
with one end pointed toward the listener. Learning
of the language is exceedingly difficult. The
Urok language is shared by all Hörk worldwide.
If there are dialects, they have not been discerned
by non-Hörk peoples.
Religion: Most believe that
the Hörk worship the ancient Sharak. This
is not a complete truth. The Hörk do honor
the bloodling Sharak, but they do not revere the giant
as their god. Instead, the Hörk seem to worship
the mountains and hills of Teréth End in a form
of ancestral worship; believing that the rocky land
gave birth to them and that if they worship and protect
it, it will provide for them again in some distant future.
The Cult of Woad
often invites the Hörk to their mountain retreats
and rituals. It is unclear why the Hörk oblige
the Ancient Order of the Lifegiver.
Magic: Hörk magic
is little understood. Their magic, though believed
to be elemental in nature, may likely extend beyond
earth shaping powers. Ortori warriors, fighting
the Hörk have reported some of the people being
able to step into stone walls, sealing entrances behind
them as they pass. Others have reported vast ritual
circles used by six or more Hörk being employed
for unknown purposes.
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Size;
Medium or Large Monstrous Humanoid (Earth) |
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Strength
+8 (+12 for Large) |
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Dexterity
-2 |
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Constitution
+2 |
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Vision;
Darkvision, Low-light, Normal |
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Base
Speed; 20 feet |
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Special
Quality; Weapon Limitation 1 |
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Special
Quality; Climb skill bonus 2 |
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Special
Quality; Search skill bonus 3 |
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Special
Quality; Immune to Critical Hits |
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Special
Quality; Improved Unarmed Attack 4 |
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Special
Quality; Rocky Fortitude 5 |
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Special
Quality; Sinking Stone 6 |
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Special
Quality; Unnatural Biology 7 |
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Special
Quality; Damage Reduction 10/magic |
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Special
Quality; Natural Armor +4 |
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Aging;
(...) |
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Automatic
Languages; Urok (only) |
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Favorite
Class; Cleric |
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Level
Adj.
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+3/+4
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- Weapon Limitation.
Hörk characters may only use simple weapons.
- Climb Skill Bonus. Hörk characters
receive a +2 racial bonus on climb skill checks.
Search Skill Bonus. Hörk characters
receive a +2 racial bonus on climb skill checks.
- Improved Unarmed Attack. Hörk
characters gain the feat Improved Unarmed Attack
(rf. PHB35p96).
- Rocky Fortitude. Hörk characters
gain a +2 racial bonus to all Fortitude saving
throws and use a hit die of the next higher
type for each character level (d12 maximum).
- Sinking Stone. Hörk characters
cannot swim. Any Hörk placed in water,
sinks immediately to the bottom.
- Unnatural Biology. Hörk
characters do not need to breathe, eat or drink.
They never seem to tire though can suffer
subdual damage.
Recommended traits:
Absent-Minded (UA35p87), Detached
(UA35p87), Torpid
(UA35p90);
Recommended flaws: Inattentive (UA35p91),
Noncombatant (UA35p91),
Slow (UA35p91),
Unreactive (UA35p91);
Restricted traits: Relentless (UA35p90),
Saddleborn (UA35p90)
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