Kiron WhiteMoon's page

149 posts. Alias of RedAssassin.

Full Name

Kiron WhiteMoon


Orc, Tribe Moon mother, convert: White Mother Sect






Medium 7ft' 8inches 320lbs



Special Abilities

1st favored enemy,(orc) track, wild empathy, Combat style feat ranged(percise shot) ,Endurance, 1st favored terrain(forest), Danger sense, wildlander trait1(Rapid Response Improved Iinit) ,Wildlander trait2(quickstride)




Moon Mother


Black Tongue, Old Dwarven Pidgin, High Elven Pidgin, Orcish,Trader's Tongue

Strength 21
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 12

About Kiron WhiteMoon


  • hp=36
  • ac=15 (ac+4, dex+1)
  • FF=14
  • touch=11
  • BAB+3
  • melee+8
  • range+4
    (reference cheat sheet for appropriate +/-'s)
  • fort+6
  • ref+5
  • will+1
    +2 vs spells and spell like effects


  • init=1+6=7 (+2in forest)
  • spd=40
  • dark vision 60ft, scent 30 ft

    Fate Points=1

bonus cheat sheet:

+10 speed
Dark vision 60 feet
Scent 30 feet
+2 racial bonus on all saves against spells and spell-like effects
Init mod-+1(dex)+1(trait) +1 (abil)+4 (abil)
+2 bonus on initiative checks when he is in this terrain.(abil) favor terrain
Combat mods-
+2/+3 to crits(trait) Killer

-1atk+3dam(feat) Power attack-
Extra attack after success(feat) Cleave
Free action to draw weapon (ability) Quickdraw
+1 atk vs dwarves(orc)

+1atk in dark(orc) -1atk in bright light

+1 atk in groups of orcs(orc)
+1ac vs orcs(feat)Orc slayer
+2 to hit vs orcs(ability)favored foe
+3 dam vs orcs(feat/abil)orc slayer/favored foe

fangs. 1d4+7(x1.5str)damage.(path)

use Vardatches as martial(orc)

Skills mods-
-4 to cha with orcs.(feat)orc slayer
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival vs orcs(abil)/favored foe

(1d20+4)(abil) Wild Empathy
Handle Animal and Wild Empathy +1 (-3) rival beasts(path)
Handle Animal and Wild Empathy +7 (+3) Wolves(path)

+2 cha to deal with predators

+1sense motive.(trait)

+4 bonus on checks/saves:harsh conditions, sleep light armor without fatigued. (abil)endurance

+2 bonus on Knowledge (geography), Perception, Stealth, and Survival when he is in this terrain.(abil) favor terrain

+1 bonus to all perception and sense motive checks.(abil) danger sense

+str&cha to intimidate(orc)

heroic path/whitebone:

  • Wereling (wolf)
  • 1st Predator
  • 2nd hunter's senses(scent)
  • 3rd Shapeshift

  • Whitebone collar
  • 1st Senses of predator
    2nd One with the nature
    3rd Predator's charm

  • [b]Predator
  • All animals have a sense of you as the animal you share a bond with, and will react accordingly. You gain a penalty to Handle Animal and Wild Empathy(-3) checks equal to your level when interacting with any creature that naturally fears or competes with your Bonded Animal. You gain a bonus to those checks of the same amount when interacting with your bonded animal.(+3) In addition, you grow fangs. These natural weapons deal 1d4 damage. and deal damage using 1.5 times your strength modifier instead of just your base strength.

  • Hunter's Senses (scent)
  • You gain either Low Light vision, or Scent. If you already have that ability, and you chose it again, it doubles the distance of that sense.

    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

    A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

    Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

    False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

  • Shapeshift(wolf)(3 minutes once a day)
  • You gain the ability to shapeshift into your Bonded Animal, gaining all the abilities of an average member of that species. This functions exactly like Beast Shape, except that you may only shift into your Bonded Animal, and you are restricted to the sizes listed on the chart above.

    1st level: Senses of predator: You gain +2 to Sense Motive, Perception and Survival

    2nd level: One with the nature: For you Knowledge (Nature) is favorite skill. You gain additional skill point per level that must be spent on that skill.

    3rd level: Your Charisma is treated as being 2 points higher for the purposes of dealing with predatory animals.

  • Killer
  • You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain.

    Benefit: You deal additional damage equal to your weapon’s critical hit modifier(x2=+2)(x3=+3) when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

  • Survivor
  • Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity(orc kind).

    Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
(I will work until I get a bonus feat, and if possible it will be cleave, I think I can manage to work it into the pit fighting part of his back ground, perhaps they got bored with seeing him kill one orc so quickly so they sent in a pair instead.)

  • Cleave [General/Fighter]
  • Prerequisites: Str 13, Power Attack.
  • Benefit: If you deal a creature enough damage to make it drop (typically by dropping it below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with he same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

  • **Bonus**Orc Slayer [Fighter, General]
    Benefit: +1 dodge bonus to Armor Class and +1 to all melee damage rolls against orcs or dworgs. These bonuses represent special training and a personal hatred or orcs. Individuals with this feat must also suffer a -4 circumstance penalty to any Charisma-based skill checks when interacting with orcs.
    Source: Midnight 2nd Edition, p. 124

    feat path: Great cleave

  • skills:

      Class Skills 3rd lvl Sp=18
    • total skill-- rank+mod+class+misc
    • +9 Climb --1rank +5str +3 class
    • +4 Craft(bow)--1rank+0int+3class
    • +2 Disguise--1rank+1cha
    • +5 Handle Animal--1rank+1cha+3class
      ------+8 Handle Wolf--1rank+1cha+3class+3misc
      ------+2 handle rival beast--1rank+1cha+3class+3misc
    • +4 Heal-- 1rank +0wis +3class
    • +12 Intimidate--1rank +1cha +3class +5str +2 weap
    • +5 Knowledge (nature)--2rank+0+3class
    • +4 Knowledge (geography)--1rank+0int+3class
      ------+6 Know (geo forest)-- 1rank+0int+3class+2misc
    • +4 Knowledge (nature)--1rank+0int+3class
    • language(trader’s tongue)1rank+wis
    • +1 Linguistics--1rank+0wis+5
    • +7 Perception --1rank +0wis+3class+3misc
      ------+9 perception(forest) 1rank+0int+3 class +5misc
    • +3 Perform(sing)-- 2rank+1cha
    • +8 Sense motive-- 1rank +0wis+3class+4misc
    • +5 Stealth --1rank+1dex+3class
      ----- +7 Stealth(forest) 1rank+1dex+3class+2 misc
    • +6Survival --1rank +0wis +3class+2misc
      --------- +8 Survival (forest)-- 1rank +0wis +3class +4misc
    • +4 wild empathy--3(lvl*)+1cha
      ------+7 wild empathy (wolf) 3(lvl*)+1cha+3misc
      ------+1 wild empathy (rival beast) 3(lvl*)+1cha-3misc

    +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival vs orcs(abil)/favored foe
    -4 to cha skills with orcs.(feat)orc slayer

    +4 bonus on checks/saves:harsh conditions, sleep light armor without fatigued. (abil)endurance

    class abilities:
    ---Favored Enemy (Orc)
    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    ---Track [General]
    Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
    You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below.
    Surface Survival DC Surface Survival DC
    Very soft ground 5 Firm ground 15
    Soft ground 10 Hard ground 20
    Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
    Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
    Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
    Hard grond: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most stream beds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
    Several modifiers may apply to the Survival check, as given on the table below.
    Condition Survival DC Modifier
    Every three creatures in the group being tracked -1
    Size of creature or creatures being tracked:1
    Fine +8
    Diminutive +4
    Tiny +2
    Small +1
    Medium +0
    Large -1
    Huge -2
    Gargantuan -4
    Colossal -8
    Every 24 hours since the trail was made +1
    Every hour of rain since the trail was made +1
    Fresh snow cover since the trail was made +10
    Poor visibility:2
    Overcast or moonless night +6
    Moonlight +3
    Fog or precipitation +3
    Tracked party hides trail (and moves at half speed) +5
    1 For a group of mixed sizes, apply only the modifier for the largest size category.
    2 Apply only the largest modifier from this category.
    If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) while searching.
    Special: This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
    Source: PHB, p. 101

    ---Wild Empathy (Ex)
    A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
    Precise Shot (Combat style)
    You are adept at firing ranged attacks into melee.
    Prerequisite: Point-Blank Shot.
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    Harsh conditions or long exertions do not easily tire you.
    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.

    Favored Terrain (Ex)
    At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

    Danger sense,
    Danger Sense (Ex): Wildlanders are notoriously difficult to surprise. At 3rd level, the wildlander gains a +1 bonus to initiative rolls and a +1 bonus to all Spot and Listen checks. Every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th level), the wildlander may either increase his bonus to initiative rolls by +1 or increase his bonus to Spot and Listen checks by +1.
    Wildlander trait 1 Rapid Response:Improved Initiative (Combat)
    Your quick reflexes allow you to react rapidly to danger.
    Benefit: You get a +4 bonus on initiative checks.

    Wildlander trait 2 Quick Stride:

    The wildlander's speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. A wildlander may select this trait multiple times, increasing his speed by +10 feet each time; however, he may not choose this trait twice in a row.

    Path: Instinctive Response (Requires Rapid Response), Evasion (Requires Quick Stride and Instinctive Response)


    Masterwork, Silvered, Iron-blunted, Clouded Steel, Greater Vardatch+1 .2d8+7 x2 — 8 lb. Slashing/bashing

    When you swing it, it will whistle low through the eye, like a wolf's howl, granting a +2 equipment bonus to Intimidate.

    Longbow 75 gp 1d8 x3 100 ft. 3 lbs. P — PF Core

    Arrow(s), common (20)

    10 Shard arrows 12 vp 1d6 16-20/— — 1/2 lb. Piercing

    Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs.

    6 rations,meat

    Collar(white bone)
    Explorer’s outfit

    •+4 Strength, -2 Intelligence, -2 Charisma
    •Medium creature
    •Base speed 30 ft.
    •Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than martial weapons.
    •Favored Region: Northern Reaches.
    •Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in darkness that they gain a +1 racial bonus on attack rolls when there is no light at all.
    •Light Sensitivity: Orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
    •Resistance to Cold: Orcs are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.
    •Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.
    •Spell Resistant: Orcs gain a +2 racial bonus on all saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Only the kurasatch udareen may avoid this drawback.
    •+1 racial bonus on damage rolls against dwarves.
    •+1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies.
    •Automatic Languages: Black Tongue, Old Dwarven Pidgin, High Elven Pidgin, Orcish. Bonus Languages: Any, except restricted languages.
    •Favored Class: Barbarian

    XP 400
    N Medium animal
    Init +2; Senses low-light vision, scent; Perception +8

    AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
    hp 13 (2d8+4)
    Fort +5, Ref +5, Will +1

    Speed 50 ft.
    Melee bite +2 (1d6+1 plus trip)

    Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
    Feats Skill Focus (Perception)
    Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent


    Environment cold or temperate forests
    Organization solitary, pair, or pack (3–12)
    Treasure none

    Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.

    Kiron Stands at a sturdy Seven feet and eight inches and carries three hundred and twenty pounds of solid muscle. Between his Hunter green skin and abundant black body hair, he naturally blends in with wooded areas. At a glance you might see the enemy, but given a moment or two longer you very well might realize that something is different about this Orc. Perhaps it is in his stance, his behavior the way he carries himself.

    If possible, Kiron keeps as much of his skin and orcish attributes hidden, though his large size and girth are hard to hide.

    When he shap shifts his eyes take on a deep crystalline blue and his fur is pure as fresh snow or the the reflection of a full moon.

    Kiron is possible the only orc in all the realm that sleeps a peaceful nights sleep. While other Orcs are bothered by restless nights of seeing their kin slain by the likes of elves,dwarves and humans.(even halflings if Izrador is feeling oddly twisted that night.)But Kiron sleeps with a slight smirk on his face as he receives these terrible notions, with ever dead and dying orc, it is one less he will have to slay himself. Being a lowly soldier Kiron finds himself and his pleasure at such thoughts blissfully below Izrador's notice.

    He has often been found on his trek from orcish lands taking breaks in tree branches and singing at the top of his lungs. He however isn't singing the war chants of his people but much more gentle and hopeful tunes.Such as a hero comes home. (<<< Imagine it in a baritone, but capturing all of the transitions and emotion with in.)

    He has even gone so far to stand next to moving water(creeks), he has yet to be able to bring himself past the irrational fear of bodies of water, but he is determined that one day he will swim and cast off this vestige of his people as well.

    Being stationed in the fighting pits he has only had access to punishing his own people and eating of their flesh. He would mark his own arms with the ritual scaring as he went. He has no markings from other races on him, whether that is because he hasn't killed any other race or because he takes no pleasure in the deed is something he won't speak of, but believes it will come in handy when trying to prove himself among the gentler races. As the small symbol wraps up and around his arm over and over and over, every so often there will be a square,circle, rectangle or triangle around the symbol for Orc, each shape signifying a rank or the oval signifying the female sex.

    While Kiron hasn't yet realized that Cannibalism may be seen differently by the other races, if pointed out to him and soundly defended he might even see fit to give up the tradition of cannibalism.

    Kiron while out of battle seems almost serene, a gentle monk without a temple, a man of the wood and in harmony with the world. but once he is presented with an agent of the shadow, the only harmonious feeling to be found near Kiron is of that and his blade, the blade and its foe life blood.

    Kiron was initially a terrifying creature of brutality, so brutal that they had saved him for the fighting pits, He would slay those Orcs that had displeased the shadow and any other foe they set in front of him. His life was a haze of death and chained up mistreatment in a cell.

    He hates Izrador as much as any of you, if not more. Born to the Moon Mother tribe he has lived a life of utter and absolute violence with lycanthropy in their veins and hatred in their heart they have become a fine tool for the dark god indeed. But as fate would have it not all orcs are fooled by the gifts bestowed up on them by the shadow, and meeting some of those that we so disenfranchised came across Kiron. The White Mother Sect believed that it is but a matter of time before the shadow wins the day, and who is left to torture, but the orcs themselves, the White Mother sect knows all to well how each tribe will be turned inward and against each other to kill and maim those they conquered the world with.

    Kiron was no different then the savages of the rest of his tribe, ready to tear the flesh of any that came within reach and so much as thought about looking at him wrong. But he hadn’t counted on A sleep spell cast and he was bound and gagged and spirited away to a dark dank where a simple artifact that was wielded by the White Mother Sect was placed around his neck, A Large white bone collar. Since that day he has been civilized to an access, and much to the pleasure of the white mother sect open to their anti Izrador Ideals. Somewhere in his outraged mind he had always been disgusted with how the tribe mother was treated. She fought the dark god and succeeded in escaping just to fall under the gaze of another wicked spirit. Once the great wolf attacked and infected her with the lycan blood, it opened their souls to the sway of the shadow and so she was broken of spirit and put to task under the wicked one.

    The White Sect had one thing in mind by taming the beast with Kiron and that was unleashing him on other Brethren he had already become so adept at murdering in the pits, what they hadn’t counted on was the drastic effects it had on the warrior, it was as if his vision was no longer clouded by the promise of red mist and fields of gore, but instead of stopping at merely allowing him to think with a sane mind it freed the Soul behind the curse. It set him in a serene Meadow of peace and allowed him to ponder how to best contribute to the fall of Izrador. After months of assassinations and quiet killings of Important servants of the Dark lord, he bid his fair well to the white sect and promised to continue their work elsewhere, he could stomach the Orcish civilization no longer and so ventured onward toward something his collar had always urged him to seek. Unbeknown to him he would seek out the other holders of the white bones.

    Moon Mother:

    (Lesser Tribe)

    * Tribal Lands: ???
    * Warlord : ???
    * Head Mother: ???

    Notes: Not all of the first wives of the Dark God wished to serve the Shadow. The Moon Mother was one who tried to flee from the Dark God. She and her children fled into the wastes and instead of salvation, they found another form of damnation. An ancient evil spirit of the north attacked the small group. The spirit took the form of a large wolf. The wolf attacked the Moon Mother and infused its essence into her. The transformation inflicted the curse of lycanthropy on the Moon Mother, a curse she passed on to her offspring. The curse weakened the Moon Mother tribe's ability to resist the Dark God and before the beginning of the First Age, the tribe had become loyal servants of the Shadow.
    The tribe is known for their vicious behavior. They do not interact well with other tribes and are usually kept well separate. The tribe is used to inflict terror and break the enemy's will to resist. When the tribe attacks under the full moon, it is fearsome to behold. Short of magic or silver, human resistance fighters are ill equipped to fight the tribe. Fortunately, the tribe is not very large. The survival rate of their children is poor, a part of their curse. The tribe also does not accept those without a pure bloodline (those tainted with lycanthropy but not of their blood). Unless they are kept under control, they will hunt down their lesser brethren and destroy them.
    Noted Tribesmen:

    Physical description: The members of the Moon Mother Tribe are slightly more muscular than other orcs, and tend to be much hairier. They are wild of character, and very violent. They become savage when the moon is full.
    Tribal Mark/Symbol: ???

    White Mother Tribe:


    * Tribal Lands: ???
    * Warlord : ???
    * Head Mother: ???

    Notes: There are a wise few among the orcs who realize that their entire race is only an expendable weapon in Izrador’s war. They know that as soon as he has beaten the fey and won Eredane that he will no longer have need of the orcs, and that in the end he will surely sacrifice them to his unholy intent as well. Those who believe this have become known as the Followers of the White Mother. This secretive brotherhood does not gather, preach, or organize, for that would be suicide. Instead it carefully passes on its dread message one recruit at a time, hoping to spread a new consciousness, and a growing resistance, among the tribes.
    Followers of the White Mother The orcs are a fanatical, magically bred race, born to serve Izrador. Even the Shadow is not omnipotent, however. Among the orcs there is a small group of zealots known as the Followers of the White Mother. No one knows where or how they started, but the group consists of silent dissidents who believe that the orcs are only slaves to Izrador's will and not his Chosen Ones at all. They believe that in the end, when they are no longer needed, Izrador will turn on the orcs as well, sacrificing the race to his dark purpose. The Followers are secretive, and perforce never gather or speak openly about their beliefs.They spread their ideas one carefully chosen recruit at a time, from tribe to tribe and from warband to warband. Though there are very few of these dissidents, there are rumors that small groups of them have broken with their kind and hide out in northern Erethor and the Kaladruns, forced to evade both their own people and the elves and dwarves as well. Their eventual goal of freedom for the orc nation seems as hopeless as the end of Izrador's reign.
    Some Durgis settlements are rumored to have taken in orcs that belong to a secret, persecuted sect, known as the Followers of the White Mother, that opposes the reign of Izrador.

    The Story of the White Mother Sect

    Notes: A long time ago, there was an orc tribe deep in the North. Legends say they were Izrador's best servitors, the most vicious and cruel, led by implacable kusaratch udareen. Yet they never received a word of praise for their actions; worse, too often did the Order of Shadow take for his own their achievements.
    By the end of the Second Age, Grormarg, the kusarach udareen of the tribe, was in open conflict with the legates because of the high competition for power between the Dark God's minions. When the Last Battle of the Second Age ended, the White Mother Tribe had successfully defeated one of the Dragons that had come from the South to oppose their northern brethren who had been seduced by the Shadow. Klirxci was only mortally wounded, though. Cut from their supply lines because of the aftermath of this hard fought battle, the tribe had not eaten anything for weeks. This large amount of flesh was a great boon for them. But Ikar the Legate, one of the few surviving humans, forbid the orcs to eat such meat, for Izrador had forbidden it. Grormarg was upset: surely Izrador would not let perish such brave combatants who had served him so well? And she decapitated Ikar with her vardatch.
    That night, all the tribe dined of dragon meat, and Grormarg ate the dragon's heart. Then she dreamt and saw the future. She saw the orcs invading all of Eredane. She saw the dwarves bathing in their blood and the elves savagely tortured. She saw the humans enslaved and collaborating with the Legates.
    And she saw that Izrador would destroy his creatures when he would have conquered the world and would not need any more fighters.
    She saw the dark mirrors finally draining the world's magical energies but eventually this would not grant Izrador enough energy to tear the Veil. Instead, the Dark God would use this energy, not for his Ascension, but to absorb the land's life energy, killing all living creatures in the process. Only then would the Shadow be strong enough to break the Veil.
    And she saw Izrador ascending to Heaven from a cracked and deserted, lifeless world.
    When she woke up, she knew with absolute certitude that her vision was true. Klirxci was reputed for her prophecies, and this was obviously an unexpected gift from the dead dragon to its slayers.
    She then gathered her closest followers and told them her dream. Those who denied it were quietly later assassinated. And those who saw her wisdom were gifted with an injection of the dragon's blood, and gained its clairvoyance. They secretly killed all other members of the tribe in their sleep. The White Mother Tribe was no more. The White Mother Sect was born, and no one knew it.

    Noted Tribesmen:

    * Jaadrung: Jaadrung of the Feral Mother Tribe is a rare orc—a battle-scarred, old soldier who did not die fighting but is now simply too old to wage war. Instead he serves the Shadow by drilling young recruits in the training camp at the Wounded Mother warren of Kurobund in the south central Vale. He is also one of the oldest followers of the White Mother and as such uses his position to plant the seeds of dissent in the minds of the young soldiers he trains. He knows he plays a deadly game but believes he finally serves a purpose greater than his own life. Besides, he figures he has already lived well beyond his time.
    * Sardric: He was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe. Sardric is still an orc, filled with his kindís inherent rage and hatred. But he also believes the teachings of the White Mother are right, and has turned that hatred against Izrador.
    * Grormarg: Second Age kusarach udareen of the tribe

    Physical Description: ???
    Tribal Mark/Symbol: ???