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THE MAGOCRACY OF ORACAN

 

Historical Outline

The Old Stories (about 2000 years ago)

 The nation of civilized orcs known as Oracan did not even exist until about 600 years ago, but the legends involving the formation and development of this unique race date back almost two millennia. The legends of the High Orcs are as follows (with no claim to accuracy):

 In the old days, the elves and dwarves were arrogant and had not learned humility. An Evil Dream formed from their own failings stalked their races, and it was as powerful as a god. The dwarves and elves were eventually able to master their Evil Dream, and locked it away in one of the Eyes of the World, an extra-dimensional space linked to our world. This became known as the Angry Eye. However, the particular Eye which they used as a prison was already the home of an intelligent entity composed of all the tiny life forms that made the Eye their home. When the Evil Dream was imprisoned in the Angry Eye, this intelligence was forced out, into our world.

 This entity came to be known as Agiyiga, and it was powerful like the gods. A great temple was erected by the kobolds, who feared its power. But Agiyiga was not a true god, and the worship of the sentient races did not sustain him. Over the centuries, separated from his native plane, he felt his power wane. Unwilling to fade bleakly away, Agiyiga issued a challenge to the various races. He devised a series of tests, and offered his power to those who could succeed in besting his tests.

 

The Orcish Heroes (600 years ago)

 The great temple on Mount Ezanda was besieged by various groups trying to claim the prize by meeting the challenges devised by Agiyiga. A group of trolls were the first to succeed in meeting the challenges successfully. In their arrogance, however, they offended the resident of the temple and were blasted into ashes. A year later, a group of orcs succeeded in besting the challenges. With the fate of the trolls fresh in their memory, they were much more humble in their approach. Agiyiga surrendered his existence, transferring all of his considerable power into the five surviving orcs. These orcs were imbued with power to rival dragons, and became the legendary orcish heroes: Mikayla the Witch, Ozan Bold, Stranton the Rager, Geeya of the Hunt, and Narvune of Many Weapons. These legendary orcs quickly became the rulers of orcish tribes, and the orcs rose in dominance under their guidance.

 

Spawn of the Eye (540 years ago)

 The children and the grandchildren of the Orcish Heroes had grown and raised families of their own. All of the heroes except Mikayla the Witch had succumbed to old age, and it was evident that she would soon join them. However, there was growing dissent in the orcish tribes about the offspring of the old heroes, which were referred to (in a derogative way) as the Spawn of the Eye. Whatever had given the five heroes their superhuman power had also altered them in some fundamental way… so that their descendants could not truly be called orcs. The Spawn of the Eye were smaller, more refined, and had a definite affinity for wielding magic.

 

The Outcast Tribe (530 years ago)

 After numerous incidents of violence, the offspring of the five heroes unite under the leadership of Mikayla the Witch and form their own tribe. Other orcish clans attack the new tribe, but the powers of the Witch are more than enough to defeat them. The new tribe quickly dubs themselves High Orcs, emphasizing their refined nature compared to their barbaric cousins. The talent for sorcery runs strong in the blood of these High Orcs, and when the Witch finally dies, their magic is sufficient for them to establish themselves as an independent entity.

 

A New Nation (500 years ago)

 A whole new generation of High Orcs has grown, and they reject the last trappings of typical orcish culture in favor of new traditions. Intelligence and Charisma are valued traits, and barbarians are despised. In a relatively short time, and entire new social structure is devised. The tribal structure and nomadic culture are abandoned. The name Oracan is adopted by the fledgling nation.

 

The Magocracy (440 years ago)

 With magic inherent in their race, it is hardly surprising that sorcerers are esteemed in the High Orc culture. A solid government has already been established, but the High Council of Oracan now decides that the ruling class should be determined by their facility with the arcane arts. Various tests of sorcerous prowess spring up, and organized social clubs of varying prestige are introduced for sorcerers to join. The newly established magocracy is shunned by traditional orcs, who have gradually lost their prominent position among the humanoids tribes. While the power of the High Orcs is more focussed on a developing infrastructure than on warfare, it is clear that they are a waxing civilization.

 

Money (400 years ago)

 The High Orcs become clearly dominant with the establishment of minted coins and a stable trading system. The Oracan standards of weight, currency, and barter are quickly adopted by kobold, lizardfolk, goblinoids, and ogres. The typical orcs are the last to reluctantly accept these standards. Although the surrounding tribes sometimes mock the Oracan traditions and clearly lawful culture, few refuse to trade with them. The city of Ganikazal establishes the Free Market, a heavily guarded area where members of any race may meet and trade or barter. Emissaries from Oracan finally meet with the distant Kilgaul and Kalvarian cultures, with little effect on those distant lands.

 

Establishing Borders (200 years ago)

 Oracan establishes its current borders. Over he past few generation, the High Orc population has gradually ceased expanding. While Orcs are generally fecund creatures, some theorize that too much inbreeding has reduced this trait. Still, the culture is unwilling to dilute the potent magic that runs in their blood. Alliances and treaties are made with the humanoid clans to establish permanent borders. The High Orcs use shape-changing magics and deceit to win a treaty with Kurvhosau, and delineates clear borders between the territory of the dwarves and the territory of the orcs. Although the dwarves eventually learn that their neighbors are orcs (a hated enemy), they face internal problems with their kingdom and are content to keep the peace.

 

Anzon’s Folly (45 years ago)

 Posing as a sorcerer of uncanny ability, Anzon is elevated to the Council in the trade city of Ganikazal. Once his position is firmly established, Anzon is revealed as a powerful red dragon who demands tribute from the proceeds of the Great Market. The High Orcs bargain with him, and finally pay tribute. Three times Anzon increases his demand for tribute, but by the third time the orcs are through with negotiating. An assassination is attempted, but fails dismally. Anzon responds by rampaging through the city. The full might of the High Orcs, physical and magical, is unleashed against Anzon. The dragon is badly wounded and flees, but not before half the city is demolished and a staggering loss of life has been inflicted. Trade is disrupted for years to comes, and the rebuilding will take decades. Anzon’s hoard is never found. The dragon and his brood continue to plague the High Orcs, but the wary orcs never suffer on the same scale again. Bounties and hunting parties fail to eradicate the draconian threat.

 

HIGH ORC RACIAL TRAITS

 Although they are called High Orcs or civilized Orcs, the inhabitants or Oracan are something distinct and separate. Physically, a High Orc is slightly smaller and has more refined features than his brutish cousins. Skin coloration tends to be a dark brown or gray, sometimes deepening to a coal black. Hair is almost uniformly black, while eye color varies greatly but is almost always dark. The High Orcs also tend to be serious, brooding creatures with a reserved demeanor.

 Most High Orcs have been taught to loathe the unprincipled behavior of their cousins, and because of this tend towards lawful alignments. Chaotic High Orcs are very rare. As magic is an inherent part of the High Orcs, many become sorcerers. Although sorcerers often tend to be chaotic in alignment, this is not the case among the High Orcs. Sorcerers often belong to social clubs (like the exclusive men’s clubs of various cosmopolitan cities) which have dress codes, formal functions, and standards of speech and behavior. Only sorcerers can achieve political station among High Orcs. Other common adventuring classes include clerics (an alternative form of magic) and fighters. There are very few High Orcs wizards… If the magic isn’t in your blood, you shouldn’t try to pass yourself off as one who can use magic.

High Orc Traits

  • +2 CHA, -2 CON. High Orcs are almost the opposite of their brutish cousins. They are far more graceful and elegant. Unlike standard orcs, High Orcs have a natural magic ability in their blood.
  • Medium-Size: High Orcs are slightly smaller than standard orcs. Use the tables for humans when calculating age, height, and weight (page 93 of the PHB). They have no special bonuses or penalties due to their size.
  • High Orcs have a base speed of 30 feet.
  • Low-Light Vision: High Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +4 racial bonus to Knowledge (Arcana), Scry, and Spellcraft. Magic runs through the blood of every high orc, thus their study of these related subjects is particularly intensive.
  • +2 racial bonus to Diplomacy checks. High Orcs have a highly developed sense of elegance and style, as well as much experience in dealing with varying cultures. Due to the antipathy between High Orcs and standard orcs, this bonus is lost when dealing with standard orcs.
  • Automatic Languages: Common (Kalvarian), Oracan, and Orc. Bonus Languages: Any; high orcs pride themselves on erudition, and may learn obscure languages for no other reason.
  • Favored Class: Sorcerer. A multiclass high orc’s sorcerer class does not count when determining whether he suffers an XP penalty (see Experience for Multiclass Characters, page 56 of PHB) Sorcery comes naturally to a high orc, as magic is in their blood.

 

DEITIES AMONG HIGH ORCS

 

 With a rich tapestry of history and legend behind them, it is unsurprising that the High Orcs are a rather devout race. With the exception of sorcery, nothing interests a High Orc as much as religion. All seven Core Gods are recognized and venerated (to some extent) in Oracan, and the High Orcs have a few deities unique to their culture.

 

The Light (A Core Deity): God of light and good

Oracan Name: Teru

Alignment: Neutral Good

Domains: Good, Protection, Strength, Sun

Symbol: A circle with 8 points.

Typical Worshipers: Paladins.

 In Oracan culture, Teru is infrequently worshipped. High Orcs tend to be nocturnal. They have no particular aversion to the sun, but their orcish origins prevent the sun god from taking a particularly prominent place in their lives. Likewise, the High Orc is not generally concerned with goodness as a principle. The primary adherents of Teru seem to be the occasional paladin. Teru’s favored weapon is a golden mace.

 

The Sword (A Core Deity): God of war and honor

Oracan Name: Chark

Alignment: Lawful Neutral

Domains: War, Strength, Law, Destruction

Symbol: A triangular Shield

Typical Worshipers: Fighters, rangers, paladins.

 In Oracan culture, the Sword is a popular deity among the martially inclined. Equipped with a shield and his favored weapon, a bastard sword, Chark is better recognized for his code of honor and extensive rules of warfare than for his prowess in battle (though this is also considerable). The High Orcs see Chark as a god who promotes civilized warfare, if there is such a thing.

 

The Beast (A Core Deity): God of beasts and rage

Oracan Name: Shuno

Alignment: Chaotic Neutral

Domains: Animal, Chaos, Destruction, Strength

Symbol: Two open hands, dripping blood.

Typical Worshipers: None.

 Shuno is the god of the orcs. In the mentality of the High Orcs, Shuno represents a terrible slide into barbarism and senseless mayhem. He is reviled in Oracan culture as a kind of devil or bogey-man. Many high orcs choose not to employ axes as weapons, solely because Shuno’s favored weapon is the greataxe. Even the rare worshipper of Shuno tends to do so for his association with animals, rather than his association with rage.

 

The Healer (A Core Deity): Goddess of healing and protection

Oracan Name: Kemiyo

Alignment: Lawful Good

Domains: Healing, Good, Protection, Plant

Symbol: A jar or jug.

Typical Worshipers: Any, healers.

 The goddess of healing, Kemiyo, is one of the most popular among the common folk in Oracan. She is depicted as a female high orc of stunning grace and beauty, carrying an earthenware jug. Anyone who sips from her jug is healed of all wounds and illnesses. Her robes are said to be able to turn any blow. She carries a quarterstaff, but employs it as a walking stick rather than a weapon.

 

The Skull (A Core Deity): God of death and evil

Oracan Name: Zaden

Alignment: Neutral Evil

Domains: Death, Evil, Knowledge, Trickery

Symbol: Warrior’s Skull

Typical Worshipers: Evil fighters, sorcerers, and rogues.

 Zaden, the god of death and evil, is also a hoarder of secrets. A high orc who chooses the path of evil may worship the Skull for the forbidden knowledge this deity possesses. Those who are driven by vengeance, or those who favor slyness over confrontation are also attracted to Zaden. Although not especially popular, the god of death has his share of followers among the high orcs. Funeral rites among the high orcs always include homage to the Skull. Zaden’s favored weapon is a scythe carved from a single piece of onyx.

 

The Storm (A Core Deity): Goddess of storms and disasters

Oracan Name: Fija

Alignment: Chaotic Evil

Domains: Water, Air, Destruction, Evil

Symbol: A black sea serpent

Typical Worshipers: None.

 In Oracan, Fija is seen more as an impersonal force of chaos and destruction than a malignant entity. Perhaps she sees the sentient races as something beneath her attention. Perhaps she sees only the beauty in her awesome displays of power, and fails to realize the terrible effect it has in lesser beings than herself. In any case, no high orcs venerate her except for an occasional offering to ward off disaster. Fija roams the sea and the clouds with her favored weapon, a trident, in hand.

 

The Elements (A Core Deity): God of the elements

Oracan Name: Andamakazin

Alignment: True Neutral

Domains: Animal, Air, Earth, Fire, Plant, Water

Symbol: Mountain Peak

Typical Worshipers: Rangers, scholars.

 Representing the elements and balance, Andamakazin has a small following in Oracan. Since druids are uncommon among the High Orcs, his followers tend to be nature-oriented folk like rangers. Oddly enough, a dedicated group of worshippers has sprung up among scholars and alchemists, who are attracted by the sense of symmetry and equality that the Elements represent. Andamakazin’s favored weapon is a scimitar.

 

Ghoroth (Oracan Deity)

Alignment: Lawful Neutral

Domains: Knowledge, Magic, Protection

Symbol: An Eye

Typical Worshipers: Sorcerers, politicians

 Ghoroth is a spirit creature who advised the five orcish heroes in the challenges they faced at the great temple of Mount Ezanda. Since that time, he has been invested with godhood. He is said to be able to see into the future with his right eye, and his left eye watches the Eyes of the World. He knows all languages, and knows all spells. It is common for sorcerers to pray to him to guide their development of new abilities. He is particularly popular with the ruling class of Oracan. His favored weapon is a dagger.

 

Nuy (Oracan Deity)

Alignment: True Neutral

Domains: Luck, Travel, Protection

Symbol: A coin

Typical Worshipers: Bards, rogues, merchants, gamblers, ambassadors.

 Nuy is best known among the high orcs as the advisor to ambassadors. She promotes interaction and trade between the races, and because of this is also revered as the goddess of wealth. Her primary agenda seems to be the overall increase of wealth. Her favored weapon is the rapier.

 

Aia Brightheart (Oracan Deity)

Alignment: Lawful Good

Domains: Healing, Good, Strength

Symbol: Hearth

Typical Worshipers: Females (any).

 The culture of the standard orcs tends to be a very male-dominated one, with females being relegated to subservient positions. The High Orcs have made great strides in correcting this misogynistic stance. Aia Brightheart is the goddess of marriage, fertility, and homes. She is also the defender and advocate of women. Only females may become clerics of Aia Brightheart, although anyone may present offerings and prayers to her in hope of healthy offspring. Her favored weapon is a threshing flail (light flail).

 

 

GENERAL OVERVIEW

Oracan (Or-eh-kahn’)  Towering mountain peaks. Dense forests. Mighty, raging rivers. The Oracan empire has been carved out of some of the wildest and most inhospitable terrain imaginable. The land occupied by the high orcs has a classic rugged beauty… a beauty to which the high orcs are peculiarly blind. A druid would weep if he saw how the high orcs envision things. Cities are positioned for their proximity to natural resources and potential trade routes. No consideration is given to preserving the natural order. The Oracan Magocracy is at the height of its expansion, and while their culture has a keen appreciation of knowledge, it has yet to develop an appreciation of art.

 The High Orcs form the only appreciable race in this nation. Breeding experiments have shown that high orcs can mate and produce offspring with humans and standard orcs, but the result is almost always something like a half-orc. In any event, such unions are rare, as the strictures of High Orc culture tend to keep high orcs with high orcs. A few other races, such as kobolds, goblins, and ogres can commonly be found in Oracan. However, these races are usually visitors to the various markets, or travelers, and are not part of the general populace. The average High Orc speaks his own language, Oracan, and probably orcish or Kalvarian (Common) as well.

 The government of Oracan is a magocracy, a government where those who are proficient in wielding magic are the rulers. A council of sorcerers, ranging in number from three to thirteen (depending on the size of the community or region), makes all legislative and judicial decisions. The level of a sorcerer is usually the determining factor in whether or not he is assigned a political position, although there is a bias towards those who have access to divination magic.

 With their strong sense of propriety and clearly defined laws and roles in their culture, Oracan can only be described as lawful neutral. For all their organizational abilities and discipline, Oracan has not demonstrated any appreciable morality or ethical tendencies. Order and stability characterize the culture of the high orcs.

 

RACES AND CLASSES IN ORACAN

High Orcs: The High Orcs are the only race in Oracan, forming over 99% of the population. They have no noteworthy preferences or biases (with one exception), being extremely broad-minded in their dealings with those from other races and cultures. Part of this stems from their mercantile ambitions, which necessitate a certain flexibility of thought. The sole exception to this would be their primitive cousins, the standard orcs. There is still a strong antipathy and rivalry between the two races.

 

Barbarians: Barbarians are chaotic and associated with the orcs. No High Orc would ever become a barbarian, nor are there any known to exist.

Bards: While not entirely unknown, bards are not particularly common in Oracan. One reason is that a high orc is generally lawful in alignment, and a bard is inherently a bit of a free-wheeling character. Another reason is that a bard obviously has some talent for magic, and most high orcs would rather channel that potential into sorcery. Thus, the bards that are active in Oracan are viewed the way other cultures would view juvenile delinquents.

Clerics: Clerics are popular in Oracan; serving the deities is the second most respected calling in the nation. The gods usually have temples with well-established orders and hierarchies.

Druids: The druid is very rare in high orc culture. A high orc who becomes a druid might be regarded as an outcast or a madman. The high orcs tend to be exploitative of natural resources, placing them at odds with the druids.

Fighters: While high orcs do not stress the importance of physical warfare, the fighter is still a respected figure for those who wish to pursue their martial abilities. Nevertheless, high orcs tend to be slightly poorer fighters than members of other races.

Monks: While the discipline of a monk would be appealing to the mentality of the high orcs, there are no monasteries or monastic orders in Oracan. High orcs who become monks are either outcasts, or very widely traveled.

Paladins: It is unusual, but not unheard of, for a high orc to become a paladin. Few high orcs have the proper ethical mindset to become paladins, but those who do receive that calling are highly respected.

Rangers: The number of rangers in Oracan is small, but increasing slowly. In particular, Anzon’s Folly stirred up a lot of resentment which caused some to follow the path of the ranger. Still, unless there is a major upheaval in high orc culture, it is unlikely that rangers will ever be really common in Oracan.

Rogues: Like any culture, Oracan has its fair share of rogues. High orc rogues are often those who failed as sorcerers, and have since chosen to follow a less honorable path. The great marketplaces of Oracan are perfect locations for an unscrupulous rogue to ply his trade.

Sorcerers: The most respected calling there is for a high orc, the race is defined by the magical ability inherent to them. Sorcerers are the political leaders of Oracan, and every aspect of Oracan culture looks to the sorcerer for direction.

Wizards: Wizards are considered outcasts and freaks by the high orcs. Since their race is an inherently magical one, all who have the ability to do so are expected to become sorcerers. Those who lack such talent are expected to accept their lot with good grace, not to try to imitate the sorcerer through trickery and fraud.