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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.
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