An Empty Throne
For a millennia, half-orcs were bred like cattle to gain a more ‘pleasing’ humanoid archetypes – females for desirability and males for military command. Each successful generation were then dominated into social castes by Jotun clerical dogma, their cultural values geared toward principles of ambition, courage, loyalty, and familial duty. And, while their inherent violent tendencies were channeled by tradition and ritual – they are no less savage than the monsters from which they are descended.
Inheritors of a well organized if a bit militant, artificially imposed culture – the ‘Ogrun’ have become a dark reflection of Humanity. No longer reflexively shunned for their brutish appearance, as most Ogrun have only a few physical racial similarities to their trace Orkish genetics. Ogrun skin tones range mostly in shades of grey with some tinge of olive. They are no longer percieved to be a ‘green’ race. Their thick nails, course hair, pointed ears and slanted feral eyes are the only vestigial evidence of their monstrous heritage – and only those few who have witnessed their mating games many might mistake them for being an entirely uncivilized culture.
As seen by civilized races, Ogrun have vastly evolved from their monstrous origins. Once the result of perversion and violence Ogrun are now more than likely the result of arranged unions between clutch and clan. Each juvenile born remains within their family unit until their first great tribulation (their 7th year), then are placed in another clan’s tribal barrack to foster inter-tribal unity. The ‘recruit’ is then required learn a military occupational specialty while constantly fighting for position and status within their peerage. Ogrun are culturally predisposed to welcome this lifestyle and often share nostalgic memories of their first clutch.
Averaging around 6 feet tall, Ogrun tend to be powerfully build with slightly pointed ears with only their greenish or grayish skin to offer an obvious difference from being other than human. Males tend to be taller, females shorter. Males proudly display distinctive markings of combat and prowess – tattoos, scars, and scarification. Their hair is mostly worn either short or entirely shorn. Females however veil their marks, preferring clothes which exaggerate their exotic nature, and feminine allure. Hair is cut only when it exceeds usefulness as hair may be tied into complex braids concealing sharpened throwing spikes. Although common female Ogrun archetypes often call for barely restrained animal magnetism and submissive allure it would be a fatal mistake to dismiss them as being the less savage gender of the race.
Ogrun were once considered chattel, a state made obvious by many roles which remain within their overly structured caste system. Amongst their own culture there does not exist any form of slavery beside self declared penance, and even then this is only for a temporary period. Female Ogrun are still given as well-trained mistresses to the powerful nobility – and not always by own her clan . One should not expect that such a mistress to be entirely trustworthy – but this is part of the allure for some, it may be supposed.
The caste system by which all Ogrun were shaped into is an inescapable and imperative facet of their new racial identity. And they do not resent it as being oppressive as its benefits are obvious and lasting. The Orks from which Ogrun had once evolved from are monstrous beast which lack the ability to establish peace far beyond their individual family grouping. Orks are dangerous, deceitful, chaotic, barbarous animals whose continued existence is threatened by their inability to control their base desires or fathom the purpose of their lives.
Ogrun establish military encampments within the tent ‘cities’ which surround many human kingdoms. Individual Ogrun meld into human societies as above average soldiers, mercenaries, guardsmen, militia, enforcers, or protectors. Many find adapting to the ways of humans to be disconcerting because humans do not consistently earn respect for accomplishments. Although most Ogrun admire individual humans for their creativity and perseverance to find success through the chaos which surrounds their native existence.
Elves and Yutaani (halfings) tend to be the least accepting of ogrun. Though not due to any ancient enmity but instead as obvious inheritors of the oppressive empire of giants. Dwarves have a rising appreciation to the lawfulness of Ogrun culture as well as their budding but notable ability with craft skills.
Alignment and Religion:
Ogrun tend toward Lawful alignments – Aberrant, Prudent, or Scrupulous. Their traditions, and rituals lean toward Evil over Good – though THIS may ENTIRELY stem from the perverse nature of their once Jotun overlords. Ogrun caste systems roots out diabolic or miscreant outlooks and expel them from the over arching culture. An Ogrun without clutch is often labeled Black Ogrun and being psychologically group minded as a race – loner Ogrun should be actively avoided. They tend toward insanity once excluded from their society over time.
Standard Racial Traits
Ability Scores Ogrun characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Ogrun are Humanoid creatures with both the human and orc subtypes.
Size: Ogrun are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Ogrun have a base speed of 30 feet.
Burning Assurance: Ogrun have a self-confidence and respect for authority that puts others at ease gaining a +2 racial bonus on Diplomacy checks.
Ferocity: Once per day, when Ogrun is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: up to 60 feet.
Blood: Count as both humans and orcs for any effect related to race.
Languages: Ogrun begin play speaking Jotun at Rank Five (5). See the Fluency Rules page for more information about these languages.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Acute Darkvision Some Ogrun have exceptionally sharp dark vision, gaining dark vision 90 feet. This racial trait replaces Ferocity.
City-Raised Raised among humans in a large city. These Ogrun are proficient with whips and long swords, they receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces Weapon familiarity.
Cliffside Charger Accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain Ogrun with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, they gain a +10 foot racial bonus to their speed while charging. This racial trait replaces the Ferocity and Weapon familiarity racial traits.
Forest Walker More at home in the forests and jungles of the world, well adapted to their surroundings. Gain low-light vision at double the normal distance and a +2 racial bonus on Climb checks. This racial trait replaces Darkvision.
Gatecrasher Many revel in acts of wanton destruction with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces Ferocity.
Rock Climber Gain a +1 racial bonus on Acrobatics and Atheletics checks. This racial trait replaces the Burning Assurance trait.
Sacred Tattoo Decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Ogrun with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces Ferocity.
Scavenger Gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the Burning Assurance trait.
Shaman’s Guard These Ogrun are marked with elaborate tattoos that redirect demonic magic gaining spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure. This racial trait replaces the Ferocity racial trait.
Skilled Favor their human heritage more than their orkish heritage these Ogrun gain 1 additional skill rank per level. This racial trait replaces Darkvision.
Unflinching Valor Frostkin Ogrun with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This racial trait replaces the Burning Assurance racial trait.