Peoples of Tòlanar #16: Rìsa/Kamkram (Orcs & Orogs)

RÌSA/KAMKRAM (Orcs & Orogs)

[RYE-sah/KAM-kram]]

Rìsa/Kamkram Lands
Rìsa/Kamkram Lands

Both these terms, Rìsa (which means simply “people” or “folk”, similar in meaning to the German term “volk”) and Kamkram (which has a meaning similar to mankind, but in reference to orcs rather than humans) refer to the same group of four closely related peoples. Rìsa is the term used in Dòkràkr, and Kamkram is used in Kùvremkar and Zardixas. They are a warlike people who have overrun much of the continent, their realms stretching from the Thaele in the far north to Antithaele in the far south.

The four sub-races are as follows: the lowland variey, known as the Kròšamqurd ([KROW-sham-churd] meaning people of the shadows); the swamp or marsh variety, known as the Ràadenar ([ray-ah-DEN-ar] meaning reed dwellers); and the highland variety known as the Vurdaqurd ([VUR-dah-churd] meaning people of the clouds), collectively known by the old Rìyadak term Okmàk [ok-MAYK], which means laborer; and finally the Dekmekom ([DEK-meh-kom] which means which means owned or possessed in the sense of being property), who were bred/engineered from Vurdaqurd stock by the Rìyadak as a race of elite slave warriors who though still technically slaves belonging to the state (they all wear symbolic shackles), now make up the de facto ruling class of Dòkràkr, and as such are the most powerful of all the peoples of Tòlanar.

Kròšamqurd archer in cold weather gear.
Kròšamqurd archer in cold weather gear.
Male Dekmekom with human (Araèlikì) captive
Male Dekmekom with human (Araèlikì) captive

All four varieties share certain physical characteristics, the all have broad noses, prominent brows and shallow sloping foreheads. They all have small pointed ears set low on their heads and tusk-like lower canines that protrude past their lips. They have dark reddish black eyes and thick stringy hair that often runs partway down their backs and across their shoulders in the males. They have a thick build and tend to be heavily muscled.

The Ràadenar are the smallest of the four sub-races, averaging 5′-5.5′ in height and they have greyish green skin. The Kròšamqurd are the next smallest, standing about 5.5’-6’ tall and have dark grey, almost black skin. The Vurdaqurd are the largest of the natural strains, they stand 6’-6.5’ tall and have grey skin, dark, but distinctly lighter in shade than the Kròšamqurd. And finally the largest, the Dekmekom , who have a thick hide-like brownish grey skin that has a faint tinge of green to it. They stand 7’-8’ tall and have broad shoulders and long, powerful arms that reach well past the waist (though not as far as the knee). Their hairline is somewhat receded, and often forms a widow’s peak, and they often shave the top of their heads altogether.

Ràadenar scout
Ràadenar scout
Vurdaqurd swordsman
Vurdaqurd swordsman

Culturally their three great realms are quite distinct, with Dòkràkr being based on the ancient Vurdaqurd and Dekmekom slave cultures, heavily influenced and enriched by the Lausò society they overran, while that of the two smaller southern realms is derived from the old Kròšamqurd which has been preserved mostly intact with little change due to outside influences. Despite their different origins and influences, they share certain characteristics. They are all gender neutral, with males and females being considered equals in all ways, though the males tend to gravitate more towards the military, fighter types while the females tend to dominate among the clerical and more roguish sorts. They are also all very merit oriented, having little regard for the concept of an hereditary nobility, most of their rulers are elective in nature, though eligibility for any given position is usually restricted to members of a given clan or bloodline.

Dekmekom characters have the following game-specific (3.5) characteristics.

  • Dekmekom Lands (they make up a very small minority in these lands)
    Dekmekom Lands (they make up a very small minority in these lands)

    Stat Adjustments: +6 Strength, –2 Dexterity, –2 Wisdom, +2 Charisma

  • Size: Medium (As Medium creatures, Dekmekom have no special bonuses or penalties due to their size).
  • Movement: Dekmekom land speed is 40 feet.
  • Vision: Dekmekom have Darkvision up to 120 feet.
  • Proficient with the appropriate weapons for a Blade (Khopesh & Sapara if male, Adarga & Assegai if female) or Shield (Medium Sword Shield and Khopesh if male or Assegai if female). These weapons are considered status symbols to the Dekmekom , and they spend their lives training in their use.
  • Base AC: Dekmekom get a +2 natural armor bonus to their base AC..
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a Dekmekom for 1 round. In addition, Dekmekom suffer a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
  • Resistances: Dekmekom have fire resistance 5 and cold resistance 5.
  • Orc Blood: For all special abilities and effects, a Dekmekom is considered an orc. Dekmekom , for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
  • Favored Class: Fighter (a special samurai-like sub-class I have to create).
  • Level Adjustment: +2.

Based on the Orog entry in the Races of Faerûn book.

Kròšamqurd characters have the following game-specific (3.5) characteristics.

Kròšamqurd Lands
Kròšamqurd Lands
  • Stat Adjustments: +2 Strength, –2 Intelligence, +2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Kròšamqurd have no special bonuses or penalties due to their size).
  • Movement: Kròšamqurd land speed is 30 feet.
  • Proficient with the one melee weapon and light crossbow (Kròšamqurd train with weapons from childhood).
  • Vision: Low-Light Vision (A Kròšamqurd can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Skill Bonus: Kròšamqurd get a +2 racial bonus on Heal and Survival checks
  • Light Sensitivity (Ex): Kròšamqurd suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Orc Blood: For all special abilities and effects, a Kròšamqurd is considered an orc. Kròšamqurd, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
  • Favored Class: Fighter in Dròkràkr, Barbarian elsewhere.
  • Level Adjustment +1.

Based on the Gray Orc entry in the Races of Faerûn book with some details from the Jungle Orc entry on the D&D Wiki.

Ràadenar characters have the following game-specific (3.5) characteristics.

Ràadenar Lands
Ràadenar Lands
  • Stat Adjustments: +2 Strength, –2 Intelligence, +2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Ràadenar have no special bonuses or penalties due to their size).
  • Movement: Ràadenar land speed is 30 feet.
  • Proficient with the one melee weapon and javelin (Ràadenar train with weapons from childhood).
  • Light Sensitivity (Ex): Ràadenar suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Scent (Ex): Ràadenar have the scent ability, as detailed in the DUNGEON MASTER’S Guide.
  • Racial Skills: Ràadenar receive a +2 bonus on all Listen and Survival ChecksThose two are also considered class skills for all Ràadenar.
  • Orc Blood: For all special abilities and effects, a Ràadenar is considered an orc. Ràadenar, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
  • Favored Class: Fighter or Cleric.
  • Level Adjustment +1.

Based on the Gray Orc entry in the Races of Faerûn book and the Green Orc entry on the D&D Wiki.

Vurdaqurd characters have the following game-specific (3.5) characteristics.

Vurdaqurd Lands
Vurdaqurd Lands
  • Stat adjustments: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Bakràkam have no special bonuses or penalties due to their size).
  • Movement: Vurdaqurd land speed is 30 feet.
  • Vision: Vurdaqurd have Darkvision up to 60 feet.
  • Proficient with the one melee weapon and long bow (Vurdaqurd train with weapons from childhood).
  • Light Sensitivity (Ex): Mountain orcs suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Orc Blood: For all special abilities and effects, a Vurdaqurd is considered an orc. Vurdaqurd, for example, can use or create orc weapons and magic items with racially specific orc powers.
  • Favored Class: Fighter.
  • Level Adjustment +1.

Taken from the Mountain Orc entry in the Races of Faerûn book.

NOTE: As with the Araèlikì and Lausò, the Rìsa/Kamkram are one of the major races of Tòlanar and so most of the details regarding culture, etc. will have to be detailed in the future description of their nations.

Source for Dekmekom image.

Source for Kròšamqurd image.

Source for Ràadenar image.

Source for Vurdaqurd image.

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