Orc in Iron Gods


Iron Gods


I don't know the background of the area in Torch and in Iron Gods but would an Orc PC be frowned up, and treated like a black sheep? Or are Orcs more accepted because of the tribal aspects in Numeria? Thoughts. I didn't see anywhere in the guide that mentions Orc being outcasted ect.


According to the Numeria sourcebook, Orcs frequently raid the human tribes and towns in the country, either independently or in the employ of the Technic League. I'd say they are not well liked.


Fabius Maximus wrote:
According to the Numeria sourcebook, Orcs frequently raid the human tribes and towns in the country, either independently or in the employ of the Technic League. I'd say they are not well liked.

Torch is a town of 4320 inhabitants, of whom 392 are half-orcs. That is more than the number of gnomes, half-elves, halflings, elves, and androids combined. Zero orcs, however.

If an orc character took the Local Ties trait to become a relative of a prominent half-orc, such as Smeltrunner Oskah Unteret, and the relative vouched for him, the character could be accepted in Torch.

Sovereign Court

I've been looking for any text about orcs in Numeria; they're found all over, but with no description about whether orc tribes openly exist there. I think the barbarian tribes would probably make short work of any orc settlements; the plains don't afford a lot of cover. The Technic League uses them as slaves/mercenaries.

My conclusion is that there are probably several Darklands orc tribes beneath Numeria. A significant portion of half-orcs probably escaped from them.

RPG Superstar 2009 Top 32

Ascalaphus wrote:

I've been looking for any text about orcs in Numeria; they're found all over, but with no description about whether orc tribes openly exist there. I think the barbarian tribes would probably make short work of any orc settlements; the plains don't afford a lot of cover. The Technic League uses them as slaves/mercenaries.

My conclusion is that there are probably several Darklands orc tribes beneath Numeria. A significant portion of half-orcs probably escaped from them.

Kuratown.

(Page 8 of Numeria, Land of Fallen Stars)

Sovereign Court

Hmm, I missed that one. Matches my theory though, that orc settlements have to be hard to reach for Kellid reprisals.


Another possibility is that they are simply nomadic, like many of the Kellid themselves.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Ascalaphus wrote:
Hmm, I missed that one. Matches my theory though, that orc settlements have to be hard to reach for Kellid reprisals.

Orcs may well frequent areas that are heavy in radiation and other Numerian locales where humans fear to tread.


If you are the DM:

Spoiler:
Since it isn't a living campaign you could always fudge it. There are plenty of half-orcs in Torch and you've obviously noted that there are Orc Fanatics with Meyanda. In Scrapwall the Orcs, the Smilers (mostly human), the Steel Hawks (predominantly human) and the Ratfolk seem to co-exist without needing to kill on site. If Chaotic Evil NPCs can cooperate and not kill each other then there is no reason why (mostly) Lawful (mostly) Good characters can not cooperate with (mostly) Lawful (mostly) Good NPC's... and it might be good role-playing when the party gets to scrap-wall if you play it Orc heavy.

Heck, after the death of an android I have a player coming in as a Kasatha. You think Orcs would get treated poorly? Try growing an extra set or arms!

Sean

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