People
Anbur (Wiz6)
Callab (Ftr12)
Cruss the Fat (Ftr10)
Cruzmak (Ftr2)
Frenz (Ftr1)
Grazzad (Wiz7)
Hurgr (Clr3/Wiz3)
Korgruk (Ftr16/Rog3)
Morbom (Wiz9)
Murgur II (Ftr9)
Ragred Orkor (Ftr10)
Shartor (Clr8)
Slurd (Wiz6)
Torgoz (Ftr1)
Yardor the Blind (Wiz8)
Zuszer (Wiz10)
|
Book of Ortor
[earth]
The Ortor is the second
most populace race on the Teréth
End. A mountain people, the Ortor stay separate from the
other races for most of the year. During the winter months however,
the Ortor are notorious for assembling large raiding armies that sweep
from the high valleys into the more fertile lowlands in search of
food. These seasonal raids has fostered the Ortor the reputation
of a blood-thirsty marauding barbaric race. This reputation
is not unsupported.
Physiology:
Appearance of the Ortor varies by geographical region and
sub-species. The Ortor of Terèthor
are roughly Uren-sized but more muscular.
There are four main subraces of Ortor: the Ergzru,
Murdru, Agâru and
Bludzru. The Terèthori Ortor
stand with knees askew and with sloped but powerful shoulders. Ortori
arms are slightly longer than Uren ones and are angled in such a
way that their elbows crook behind their backs, preventing side-forward
rotation at the shoulder-joint. In thin or emaciated Ortor
(not uncommon during the Terethori winters) the elbows often touch
or cross behind them. Despite their ungainly appearance, all
Ortor are formidable and vicious combatants.
The Ortor skull has a passing similiarity to the
Uren skull though is much more heavily constructed. The forehead
is sloped back from a heavy brow ridge that sits atop a high and
wide cheekbone. A large mandible juts forward at the skull's base,
with all lower-jaw teeth angled backward except for large bi-cuspids,
which on males cannot be hidden (and appear externally as two separate
teeth). Ortor skin varies from mottled grey to dark brown,
and is not specific to sub-species. Ortor hair is usually
dark and greasy, and grows in Uren-like patches and from the elbows.
Other than eyebrows, Common Ortor have no facial hair, though
the smaller Black Ortor may grow long chin-beards.
Eegzur-ok stood on a frozen
stream bank watching the fish dart in and out from beneath ice-rimmed
rocks. He wondered aloud what the ort would decide, taking
no notice of his breath on the cold mountain air. Soon,
he told himself, it would be time to return to the lowlands.
There would be food and soft women. There would
also be fighting and many more would die. That was the
way of it. Too many stone mounds had been built on the
mountainsides this winter. They could stay no longer. |
Bu-Ortor (Half Ortor) are not uncommon in regions
where Ortor and other races overlap. A large percentage of
Bu-Ortor are products of rape. Regardless of the "contributing"
race's feature or attributes, Ortor half-breeds rarely bear much
resemblance to the mother. In fact, half-siblings of Halver
and Uren mothers often look very similar with only slight feature
differences. Some scholars classify the Bu-Ortor as partial
or incomplete Ortor rather than being half of something else. If
the line is not diluted further, the grandchildren of Bu-Ortor will
be full Ortor. Ortor of different sub-races that breed create
Bu-Ortor as well. The Bu-Ortor from such a union most often
inherits the characteristics of the father.
Psychology: Ortor intelligence is low
to average, though exceptional Ortor do appear ocassionally that
rival Uren intellect.
Language: Ortori
Religion: Most Terèthori Ortor
worship one of the four low-gods. Most worshipped of the eastern
ranges is Toedus. Each centennial moon each ort sends a tribal
wizard to a high place to commune with the gods of their people. Whatever
message the wizards return with from their ordeal determine the tribe's
direction for next one hundred moons.
Culture: Ortor divide themselves into
clans called ort, which are families
joined within five generations, centered on the founding clanhead.
When a clan grows beyond this, there are separations based on
the current clanhead. Due to the short average lifespan of the
Ortor, 15-23 years, each family produces around 3-7 offspring within
a generation. Averaging 5 children per family, an average clan
may consist of over 620 members. Clans traditionally do not
relate well with other clans, and mark wide boundaries wherein to
grow food and collect resources. In more fertile areas, clans
are sometimes more amenable to neighboring groups.
Within eastern Terèthor, the combined ranges
of the ort are named Urtorum. Within
this wide mountainous region, the Ortor are the unquestioned rulers.
Urtorum extends from the Snaking
Pass to the Kur Evalshat. Within
the mid-7th century DR, there are four major ort that control Urtorum;
the Retugnar Ort, Sorbur Ort, Bragnar Bar Ort, and the Pantargor Ort.
The crafts of the Ortor are more crude than their Uren
equivalents, but they are skilled at sturdy construction, and are
good at mimicking the works of more skilled artisans, given the chance
to observe. Ortor metalsmiths fashion bronze and iron goods.
Ortor armor is simple. Though there are plentiful
examples of found chainmail being incorporated into Ortor armor, the
Ortor are not known to craft chainmail on their own. Ortor weapons
are predominantly axes, hammers, swords, knives, spears, and bows.
Magic: Ortori magic is mostly elemental
and combat-oriented. Interestingly, much (not all) of Ortori
magic has been unresponsive in non-Ortori "hands". Discovery
of this new twist of Chaos has fostered research into the possibilities
of racial magic, magic that can only be performed by a member of a
specific race.
Black Ortor (Ergzru)
Begor threw the hide blanket
aside and stood from his bed. Sighs of relief escaped
from his women. After cracking his neck back-and-forth
he pulled on his tunic and boots, strapped on his chagkra and
exited the hut. Begor challenged the glances of those
who met his gaze and all turned quickly away. It was good
to be chief. |
Physiology: The Ergzru are the smallest
physically of the Terèthori Ortor, and may be mistaken for
large Uren (though the mistake would be a bad one). Other
than a smaller frame than their Murdru and Bludru cousins, the Ergzru
are identifiable by their flat porcine noses, a trait not found
in other Ortor. Living primarily in the northern mountains
of Terèthor, the Black Ortor are primitive people subsisting
on forageables and ocassional raids into Uren lands.
Culture: One of the four Urtorum Ort
(see Sorbur Ort) are Ergzru.
The Sorbur Ort (clan of the black-snake) is a clan
of nearly 500 Ortor. The Sorbur are not only physically smaller
than their Murdru cousins, but are sickly. The Sorbur Ort reside
in the Kur Evalshat, south and west of Oth. Their leader is
an old white Ortor named Murgur II whose sister Anbur is one of the
four wizards of Urtorum.
D&D: The
Black Ortor may make interesting characters for a more primitive
hack-and-slash style game.
D&D
Ergzru (Black Ortor) Racial Traits |
|
Strength
+2 |
|
Intelligence -2 |
|
Charisma
-2 |
|
Size; Medium |
|
Vision; Normal, Low-light
Vision |
|
Base Speed; 20 feet
1 |
|
Special Quality; Listen
Skill Bonus 2 |
|
Special Quality; Martial
Weapon Proficiency 3 |
|
Aging; Short (MA
= 28, O = 42, V = 56, Max = +3d10) |
|
Automatic Languages;
Ortori |
|
Bonus Languages; Common |
|
Favored class; Barbarian |
1 Base Speed. Ergzru, like
other Ortor subraces do not walk completely upright. The hips
of the Ortor splay their legs in bow-legged fashion while the shoulders
(though muscular) slope steeply down from the head and neck. This
bent posture limits Ergzru running and walking to an awkward lope.
2 Listen Skill Bonus. Ergzru
gain a +1 racial bonus to Listen checks. The hearing of Ortor
is renown among both their hunters and their prey. It is not
easy to sneak into a camp of Ortor without someone hearing your
footsteps. This bonus is lost if an Ergzru's large ears are
trimmed or removed.
3 Martial Weapon Proficiency.
One attribute common to all the Ortor subraces is the penchant for
war. During childhood all Ortor children play and train with
the weapons that will be their livelihood when they become adults.
Each Ortor may choose one martial weapon that is common to
their ort.
Common Ortor (Murdru)
The sun was warm. Somewhere
a bird was singing. The clouds overhead slid slowly across
a blue sky. Urgrud had never noticed these simple, beautiful
things before. The calm passed with the eclipsing face
of Fruug. The snarling Murdru raised his gory spike and
planted it soundly into Urgrud's head. As the sky went
black, the bird's song faded and the clouds parted forever away
-- the arena roared. |
Physiology: More massive
than the Black Ortor, the Murdru are significantly larger and more
powerful than most Uren. Adult Murdru cannot be mistaken for
Uren.
Culture: Three of the four
Urtorum ort are Murdru.
The most fierce Murdru of Urtorum are
the Retugnar Ort (clan of the rotted-eye); a large ort of over 700
Ortor. The Retugnar Ort live in the ranges surrounding Ummon.
The warlord leader of the ort is Callab. Callab is a
skilled warrior, and feared in the valleys surrounding Wyrthyr Tor.
Callab's advisor, Yardor the Blind, is a powerful wizard (among
the Ortor). There are reasons to believe that Yardor studied
his arts under a Uren master. Of the four high wizards of
Urtorum, Yardor is the leader.
The Bragnar Bar Ort (clan of the woman-eaters)
is a medium-sized clan of about 600 Ortor from the eastern mountain
slopes of the Candalan coastline. A strong clan, the Bragnar
Bar Ort are well-fed and do not walk stooped like other Ortor. Their
leader is Cruss the Fat. Cruss's wizard is Grazzad, a particularly
uncouth magic-user who relishes sacrifice, even for spells and ceremonies
that do not require it.
The Pantagnor Ort (clan of the lost-king)
is a medium-sized clan of about 600 Ortor. The Pantagnor are
an ancient clan who claim to have produced the only known (remembered)
king to have united the Ortor (835 HK), King Ragred I. Following
the ort's final defeat along the Snaking Pass, he retreated with
a few trusted companions into the mountains and was never seen again.
The leader of the Pantagnor Ort is Ragred Orkor (Orkor being
the number for 1,000, the highest number known to the Ortor). The
number of descendants from Ragred I is forgotten. Ragred's
wizard is Slurd.
D&D: The Black Ortor may make interesting characters
for a more primitive hack-and-slash style game.
D&D
Murdru (Common Ortor) Racial Traits |
|
Strength
+4 |
|
Constitution
+2 |
|
Intelligence
-2 |
|
Charisma
-2 |
|
Size; Medium |
|
Vision; Normal,
Low-light Vision |
|
Base Speed;
20 feet 1 |
|
Special Quality;
Listen Skill Bonus 2 |
|
Special Quality;
Martial Weapon Proficiency 3 |
|
Aging; Short
(MA = 28, O = 42, V = 56, Max = +3d10) |
|
Automatic Languages;
Ortori |
|
Bonus Languages;
Common |
|
Favored class;
Fighter |
1 Base Speed.
Murdru, like other Ortor subraces do not walk completely upright.
The hips of the Ortor splay their legs in bow-legged fashion
while the shoulders (though muscular) slope steeply down from the
head and neck. This bent posture limits Murdru running and
walking to an awkward lope.
2 Listen
Skill Bonus. Murdru gain a +1 racial bonus to Listen checks.
The hearing of Ortor is renown among both their hunters and
their prey. It is not easy to sneak into a camp of Ortor without
someone hearing your footsteps. This bonus is lost if an Murdru's
large ears are trimmed or removed.
3 Martial
Weapon Proficiency. One attribute common to all the Ortor
subraces is the penchant for war. During childhood all
Ortor children play and train with the weapons that will be
their livelihood when they become adults. Each Ortor may
choose one martial weapon that is common to their ort.
Horned Ortor
(Agâru)
A subrace common to Tasserus which are
closely related to the Bludzru and Murdru.
Sharku looked up from his
cups. His eyes were heavy and his head hurt worse than
he could remember. He could not see much beyond the lazy
smoke at the table's edge, but enough to know that no-one stirred
in that direction. When he heard a footfall behind
him, the table and chairs scattered noisily across the wood
floor. With a growl, he was on his feet with his fist
closed found the neck of an Uren woman. The barmaid gasped,
croaking the words "You...you're alive?" Sharku
thought on this for a moment, curious why she should be so surprised. |
Physiology: The Agâru
appear similar to the Bludzru and Murdru with the exception of their
skin's greenish cast and their improved posture. Agâru
hair is coarse and invariably black (or gray with age) and worn
in long beaded ponytails or dreads. Like their Bludzru cousins,
alpha adult Agâru have been known to grow two rows of teeth.
Despite their name, the Agâru are not horned, but named
for their tendency to wear horned helmets and armor (see Agârkrauk).
Although they are not as massive as their Murdru cousins,
Agâru are the quickest among the Ortor subraces.
Culture: Although large
populations of Agâru are found in jungle orts throughout the
Dreamlands and the Vast Untamed, some numbers of this subrace may
be found alongside civilized folk in most teeming cities of southern
Tasserus. The largest and most notorious concentration of
the Agâru are in the kingdom of Aghkgzar, on the eastern war-torn
border of Sha'ala. Of all the races of Tasserus, only the
Sha'al do not allow the Agâru within their borders. The
animosity between these two people and races is ancient.
D&D:
Agâru make reasonable characters since there are plenty
of cosmopolitan locations (on Tasserus) where they are not openly
despised and treated like monsters.
D&D
Agâru (Horned Ortor) Racial Traits |
|
Strength
+2 |
|
Constitution +2 |
|
Intelligence -2 |
|
Charisma
-2 |
|
Size; Medium |
|
Vision; Normal, Low-light
Vision |
|
Base Speed; 30 feet |
|
Special Quality; Listen
Skill Bonus 1 |
|
Special Quality; Martial
Weapon Proficiency 2 |
|
Special Quality; Thug
3 |
|
Aging; Short (MA
= 31, O = 47, V = 63, Max = +3d10) |
|
Automatic Languages;
Ortori |
|
Bonus Languages; Common |
|
Favored class; Fighter |
1 Listen Skill Bonus.
Agâru gain a +1 racial bonus to Listen checks. The
hearing of Ortor is renown among both their hunters and their
prey. It is not easy to sneak into a camp of Ortor without
someone hearing your footsteps. This bonus is lost if an
Agâru's large ears are trimmed or removed.
2 Martial
Weapon Proficiency. One attribute common to all the Ortor
subraces is the penchant for war. During childhood all Ortor
children play and train with the weapons that will be their livelihood
when they become adults. Each Ortor may choose one martial
weapon that is common to their ort.
3 Thug. The Thug feat is
described on p31 of the Forgotten Realms Campaign Setting. Unlike
other Ortor, the Agâru are not uncommonly found in civilized
areas of Tasserus. They are often hired for brute labor or
as mercenaries. Even when found in civilized cities, the local
ort remains the center of their social life. Tolerance of
the Agâru on the southern continent is due in part to the
relative regional threat of the Bru.
D&D
Bu-Agâru (Half-Ortor) Racial Traits |
|
Strength
+2 |
|
Intelligence -2 |
|
Charisma
-2 |
|
Size; Medium |
|
Vision; Normal,
Low-light Vision |
|
Base Speed; 30 feet |
|
Special Quality;
Ortor Blood 1 |
|
Special Quality;
Martial Weapon Proficiency 2 |
|
Aging; Short (MA
= 34, O = 51, V = 69, Max = +2d20) |
|
Automatic Languages;
Ortori |
|
Bonus Languages;
Common |
|
Favored class; Fighter |
1 Ortor
Blood. Bu-Agâru benefit from any special ability or
allowance usually restricted to Ortor. This includes the use
of Ortori weapons, magic items, racial magics and powers. Bu-Agâru
may also be Shamans of an ort.
2 Martial
Weapon Proficiency. Bu-Agâru may select one martial
weapon proficiency of an available type if they were raised by Ortor.
Bu-Agâru that were born outside of an ort do not benefit
from this.
Red Ortor (Bludzru)
A subrace rare to eastern Terèthor,
the Bludzru may be found along Terèthor's western coast and
in great numbers throughout northeastern Lyrast.
Striding through the high
grass, Kaar followed the barking of his dogs ahead. Behind
him, his sons followed at a distance, holding drawn bows and
searching the skies for another. There would be no more
this day. Reaching his quarry he kicked the dogs aside
and grabbed his arrow. The creature cried out, pleading
in some tongue Kaar did not understand. He picked up the
arrow and the winged creature screamed, its gut pierced at the
arrow's end. It feebly grasped at the arrow shaft, its
small mouth rounded in a silent scream, its small almond eyes
rolling back into its head. Kaar waited for his sons to
catch-up before turning the arrow and ripping it out. |
Physiology: Bludzru are
physiologically similar to the Murdru except for two important differences,
a) the skin of the Bludzru has a yellow cast, and b) adult Bludzru
have two rows of teeth. Some claim that the Bludzru also have
long finger claws, but these are not so much specific to the subrace
as they are a cultural trait where the fingernails are grown, filed
to points, and hardened by a traditional process.
Culture:
As with other Ortor subraces, Bludzru communities revolve
around the ort. The Bludzru however are much more nomadic
than their cousins. Bludzru homes and communities are often
constructed from timbers and hides which can be dismantled and moved
as need arises.
D&D:
D&D
Bludzru (Red Ortor) Racial Traits |
|
Strength
+2 |
|
Constitution +2 |
|
Charisma
-2 |
|
Size; Medium |
|
Vision; Normal,
Low-light Vision |
|
Base Speed; 20 feet
1 |
|
Special Quality;
Listen Skill Bonus 2 |
|
Special Quality;
Martial Weapon Proficiency 3 |
|
Aging; Short (MA
= 28, O = 42, V = 56, Max = +3d10) |
|
Automatic Languages;
Ortori |
|
Bonus Languages;
Common |
|
Favored class; Barbarian |
1 Base Speed.
Bludzru, like other Ortor subraces do not walk completely upright.
The hips of the Ortor splay their legs in bow-legged fashion
while the shoulders (though muscular) slope steeply down from the
head and neck. This bent posture limits Bludzru running and
walking to an awkward lope.
2 Listen Skill Bonus.
Bludzru gain a +1 racial bonus to Listen checks. The hearing
of Ortor is renown among both their hunters and their prey. It
is not easy to sneak into a camp of Ortor without someone hearing
your footsteps. This bonus is lost if an Bludzru's large
ears are trimmed or removed.
3 Martial Weapon Proficiency.
One attribute common to all the Ortor subraces is the penchant
for war. During childhood all Ortor children play and train
with the weapons that will be their livelihood when they become
adults. Each Ortor may choose one martial weapon that is
common to their ort.
|
Races
The main races of Teréth End are:
Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)
|