Seas of Madness
My people are the newest race to be recognized as citizens of the Empire, accepting this status in 57 AE at the end of the Shaman Wars. Mainly descended from the southern Skullspike tribe, our medicine-men realized that our opponents, while physically weak, were still able to defeat the mighty Skullspikes through disciplined use of military strategy – discipline and strategy that our glory-seeking ways would never have made possible. Though it was intensely controversial, these medicine-men sued for peace with the empire, ultimately convincing us that imperial civilization would allow our clans’ glories to withstand the test of time. Despite living for untold generations mired in primitive superstition and barbarism, we have come to fully accept the obvious blessings of civilization and are now counted as the most patriotic and civilized people in all the Empire.
Allasina Orcs (aka Imperial orcs) are, as one would expect, a large and heavily muscled people, defined as much by our barrel chests and massive legs as we are by our green skin and prominent fanged underbite. Standing tall at an average height of about 7 feet, we Orcs tower over all other residents of the Empire, a fact that local tailors and builders are well aware of when it comes time to settle accounts. Orcs can rarely grow hair on top of our heads, and those of us capable of it (usually due to human blood) almost never do so for military reasons.
Orc tribes in our islands are largely warrior societies based on the concept that only might gives one the right to rule others. Brutal, violent and chaotic, their families and clans are their only nod to civilization, the bare minimum of organization needed to avoid self-annihilation. It is right that civilized people fear and fight such creatures, for such beings bring only destruction, even to themselves. Imperial Orcs, on the other hand, still retain our clan system and warrior traditions, but fully embrace the lawful civilization of the empire upon the wise counsel of our elders and seers. Every Orc born into the empire is now raised from birth to give our loyalty and obedience to the emperor, our father, our clan patriarch and our warrior lodge – fully, and in that order.
Life for us is a strict hierarchy of duty to these individuals and groups, and our relations with other members of the empire are heavily informed by those duties.
To an orc, all members of society have their appropriate role and function, and we respect those who excel in that function without complaint, even if such individuals are of lowly status. Conversely, those who chafe against their appropriate role in society are given nothing but scorn, even if such an individual is from a high-born family. Thus, we would heap praise and gifts upon a servant who treats his master’s armor as an proud artisan would (thus helping the orc to survive battle), but pile insults upon the head of a nobleman who, instead of providing inspiring leadership as he should, instead indulges in every sort of hedonistic desire.
The most hated of such ingrates are imperial orcs who have turned away from the path of duty and honor, and instead seek personal gain and glory in the manner of our ancestors and barbarian cousins. While imperial law prevents us from killing these selfish barbarians, we have…ways of ensuring that those who turn their back on their people and their empire opt for self-imposed exile.
We treat outsiders to the empire and to our clans the same: graciously, as politeness demands, but still not sharing those things we do in private. We would consider it rude to impose upon the family affairs of a gnome matriarch or a trader from Ind, and we expect to be given the same regard by others. The one exception we make is for clan guests. Great deeds or formal alliances can sometimes earn an outsider a place as “clan guest,” at which point they may, and are at times obligated to, participate in clan business.
Alignment and Religion
My people hold the rule of law to be of paramount importance. Some of us might be kind and generous, some of us might be tyrants and odious, some may simply be devoted to duty, but we all thrive because we believe in something greater. There are orcs who are selective in their adherence to the law, or simply find it too restrictive, and we make sure that they find life as a scout and explorer more to their liking than clan life. Some of us, I am ashamed to say, find the ways of our ancestors and cousins to be more appealing than the duty of civilization; their only use is that of cannon fodder, serving the men and women of the empire through their violent death in battle.
As for our religion, we have turned our back upon the old ways. We no longer worship Rovagug or pay homage to our ancestors. We are imperial citizens, and we venerate and defend all our gods and holy places. That being said, orcs are most likely to say prayers to Abadar, for it is he who first spoke to our medicine men and seers on the eve of our destruction, and it was he who taught us the ways of civilized men so that we might gain glory immortal.
Most of my people are proud members of His Majesty’s Imperial Navy and Marines, and go only where duty takes them. A large number of us are also craftsmen or laborers, using our strength and understanding of martial ways to meet more civilian needs. A few like myself, however, have answered the call for independent professional warriors, and we serve the empire as bodyguards, trade mission guards, and expedition security, to name just a few roles we play. As previously mentioned, some of my race find the law to be more a set of guidelines than a binding contract sealed by honor, but even those individuals are not totally dead weight – they often find some small measure of honor as scouts, outriders, explorers, border sentries or rangers.
Allasina Orc Racial Traits
+4 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma: Allasina orcs are physically strong and rather intuitive, but their physiology and culture makes it harder for them to learn new skills as adults, and harder for them to relate to those outside the clans.
Medium: Allasina orcs are medium creatures, and have no penalties or bonuses due to their size.
Normal Speed: Allasina orcs have a base speed of 30 feet.
Darkvision: Allasina orcs can see in the dark up to 60 feet.
Ferocity(ex): A character with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The character is still staggered and loses 1 hit point each round. A character with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score.
Light Sensitivity(ex): Orcs are dazzled in areas of bright daylight or within the radius of a daylight spell. Allasina orcs have adopted sun-goggles as part of their cultural dress so that they can fully participate in imperial society, and much can be determined by the quality and style of an imperial orc’s personal goggles.
Weapon Familiarity: Allasina orcs are always proficient with falchions and scimitars, and treat any weapon with the word “orc” in it as a martial weapon.
Languages: Allasina orcs begin play speaking common and orc. Orcs with high intelligence scores can also choose bonus languages from the following list: dwarf, gnome, elf, draconic.