The Hordelands


Apart from the major human kingdoms, on a continent all its own, the Hordelands represent the major national presence of the various tribes and clans of humanoids. Orcs, trolls, ogres, ogre-magi, minotaurs, scro, gnolls, flinds, kobolds, goblins, hobgoblins and bugbears all dwell in the Hordelands in relative peace and harmony.

The Hordelands were founded roughly three centuries ago, when a mass exodus of humanoids from across Kulm (but especially from Doria, Ghed and Capitol) settled on a large, mostly uninhabited continent to the immediate East of the Dorian mainland. Here, only small tribes of Minotaurs and Centaurs were to be found, and the two races had been at war prior to the arrival of the goblin races. Most of the goblinoid settlers attacked the taurian natives of their new home indiscriminately; but three allied races (the founders of the Horde: the Orcs, Trolls and Ogres) saw potential in an alliance with the minotaurs. Thus, the minotaurs entered into the fold of the Horde, and the Hordelands' native centaurs were eradicated.

Geopolitical Background

Though the Hordelands have a history of warfare both within their own borders (among the various clans and races) and with the other human kingdoms, for almost the entirety of Blacktooth's rule there has been peace and stability between the Hordelands and the rest of Kulm. Though orcs and trolls and ogres are still largely unwelcome in places like Pallin and Doria, Hordelander embassies are somewhat more welcome in more urbane places like Capitol and Ghed, and more than a few prominent clan leaders from the Hordelands are graduates of the Armistice Academy.

Internal Background

The ruling government is an orcish clan-rule-style affair, with the dominant orcish clan's chieftain holding the position of Warchief, and the rest of the clans seeking to curry the Warchief's favor. The current Warchief is Blacktooth the Warlock, of the Blacktooth Clan, though he is closely advised by his human wife (a witch named Hezra) and a troll shadow priest named Lorbo the Face Melter.

Beneath the Warchief are the chieftains of the clans. Each clan is nominally sovereign, though for the mutual defense of the Horde and the Hordelands, all bow to the will of the central authority of the Warchief.
Noted below are all of the clans recognized as sovereign by the Horde government. Following the insurrection 60 years ago, the power of the Gnolls, Bugbears and Kobolds are limited to but three clans each. The Orcs, Ogres and Trolls have the most clans, a right afforded to them enshrined into Horde law. The Minotaurs are few in number, and so are only just plentiful enough to justify two clans, while the Goblins and Hobgoblins have merged several of their tribes and clans into just two each. The Scro established their own clan based upon the military hierarchy of the refugees who arrived and the tribal government system of the Scro homeworld.

Orcish Chieftains
Clan Blacktooth - Warchief Blacktooth the Warlock
Clan Boneaxe - Chieftain Toraug Boneaxe
Clan Burning Blade - Chieftain Samuro Blademaster
Clan Dragonmaw - Chieftain Zuluhed Dragonmaw
Clan Frostwolf - Chieftain Duros Frostwolf
Clan Stonefist - Chieftain Om'Tal Stonefist
Clan Thunderlord - Chieftain Thataka the Huntress
Clan Warsong - Chieftain Nazgrel Wolfrider
Ogrish Chieftains
Clan Boulderfist - Chieftain Dul'Rath the Ogre Mage
Clan Crushridge - Chieftain Grel'Borg the Ogre Mage
Clan Dreadmaul - Chieftain Mogor the Ogre
Clan Icefist - Chieftain Thalgor the Ogre Mage
Clan Splinterfist - Chieftain Tagar the Ogre
Trollish Chieftains
Amani Tribe - Chieftain Whurp the Severer
Facemelt Tribe - Chieftain Lorbo Shadow-Priest
Revantusk Tribe - Chieftain Nurzhin the Berserker
Vilebranch Tribe - Chieftain Dess the Troll Queen
Witherbark Tribe - Chieftain Wall Witherbark
Minotaur Chieftains
Bloodhoof Tribe - Chieftain Bandalorne Bloodhoof
Grimtotem Tribe - Chieftain Bren Grimtotem
Goblin Chieftains
Clan Steamwheedle - Chieftain Revilgaz
Yar-Gock Tribe - Chieftain Praek
Hobgoblin Chieftains
Clan Kovel - Chieftain Grishnak
Clan Wyvernspur - Chieftain Jonsherik
Gnoll Chieftains
Clan Fogghill - Chieftain Seraak the Gnoll
Clan Riverpaw - Chieftain Hogger the Gnoll
Clan Pricklepine - Chieftain Kurgahr the Flind
Bugbear Chieftains
Clan Bloodeye - Chieftain Bruggh
Clan Manthrasher - Chieftain Tarthak
Clan Legbite - Chieftain Hrezek
Kobold Chieftains
Jekk Tribe - Chieftain Jekk Urto
Drywhisker Tribe - Chieftain Mop Drywhisker
Tunnelrat Tribe - Chieftain Lug Tunnelrat
Scro Chieftains
Sons of Dukagsh - Overlord Zlade Dankmoor

Allowable Races


Orcs

Orcs are the dominant race of the Hordelands. They were leaders among the humanoids during the great exodus, and remain leaders among the humanoids to this day. The Orcs rule the Hordelands both by the graces of their superior numbers and military organization and by their strong alliance with the Ogres and Trolls (who form the enforcing muscle of most Orcish clans). The Orcs also have a close relationship with the native Minotaurs, established because of the two races' common noble shamanistic heritage, but this friendship has put a slight strain on the Orc-Ogre relationship as some Ogres see the Minotaurs as occupying a traditional Ogrish place among the primary Horde races.

Ability Score Adjustments: +1 Strength, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Shaman-Thief, Witch Doctor-Thief

Kit Allowances: The kits below are as converted from the Warcraft d20 RPG, and also from the Diablo II AD&D supplement.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Orcs move on land at a rate of 12.

Bonus Languages: Orcish, Common.

Special Advantages:
Infravision: 60' range.
Mining Detection: Orcs can spot new or unusual construction 35% of the time, and sloping passages 25% of the time.
Weapon Affinity: Orcs have a +1 to hit with axes.
Battle Command: Minions, pets, familiars, followers and henchmen of an Orc character benefit from an Orc's fearsome presence in battle, and gain a +1 bonus to all physical damage rolls. This ability can only effect a number of creatures equal to the Orc's max # henchmen under the Charisma table, and it effects followers, minions or familiars (creatures who follow the Orc due to a class ability) before those that are henchmen or hirelings.
Hardiness: Orcs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.

Special Disadvantages:
Light Sensitivity: Orcs fight with a -1 penalty to attack rolls and morale while in sunlight. This can be overcome with the purchase of the Survival: Daylight proficiency, which is always purchased with a cross-class penalty (even for warriors).

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Bugbears

Large, hirsute Goblinoids native to the mountains of the Krownis province of the Hordelands. The Bugbears once resisted Orcish control in alliance with the Gnolls, Flinds and Kobolds, but sixty years ago that movement was put down and the Bugbear rebels were pacified. Bugbear tribes are still sometimes political agitators, demanding equal representation in government for all Hordeland races (or, barring that, just for Bugbears) and an end to enforced Orc rule.

Ability Score Adjustments: +1 Strength, -1 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric, Cleric-Thief

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class, with +3 bonus hit points at first level.

Natural Armor Class/Move Rate: 10; Bugbears move on land at a rate of 9.

Bonus Languages: Bugbear, Common, plus one other humanoid language from the following: Goblin, Orcish, Gnollish, Kobold.

Special Advantages:
Infravision: 60' range.
Stealth: Bugbears impose a -3 penalty to opponents' surprise rolls.
Weapon Affinity: Bugbears have a +2 bonus to hit with thrown spears and javelins. This bonus doubles to +4 if the spears or javelins are thrown from concealment or if the Bugbear has surprise.

Special Disadvantages:
Size: Bugbears take damage as Large creatures.

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Flinds

Smaller, squater and generally craftier cousins of Gnolls, the Flinds cohabitate with and often lead the Gnoll Tribes of the Hordelands. Several decades ago, the Flinds had a solid lock on the leadership of all the Gnoll tribes. Under Flind leadership, the Gnoll tribes allied with the Bugbears and Kobolds to resist the Horde, but were soundly put down. Now, the Flinds control only one of the three remaining Gnoll clans.
Like the Bugbears, many Flinds are dissatisfied with their position as second-class citizens of the Horde, but few are willing to risk what little they have in attempting another insurrection.

Ability Score Adjustments: +1 Strength, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Flinds move on land at a rate of 12.

Bonus Languages: Gnollish, Common, plus one other humanoid language from the following: Orcish, Bugbear, Kobold.

Special Advantages:
Weapon Affinity: Flinds have a +1 to hit with their signature weapon, the Flindbar. In addition, they can use a Flindbar to disarm an opponent (save vs. wands or disarmed). Flinds can extend their to-hit bonus and disarm maneuver to similar weapons (flails and nunchaku) if they spend two weapon proficiency slots (rather than one slot) to learn said weapons. For warriors, the second slot does not grant specialization, unless the Flind would rather have that instead of the bonus and disarm maneuver. Flind warriors can gain both specialization and the racial bonus and maneuver if they spend three slots to learn the weapon in question.

Special Disadvantages:
None.

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Gnolls

Tall, lanky hyena-headed humanois, whose clans live in the mountains of the Tangorea province of the Hordelands. Gnoll tribes tend to be mixed between populations of both Gnolls and Flinds, and the two races appear to be very closely related. The Gnolls were part fo the defeated coalition of races (which included Flinds, Bugbears and Kobolds) that resisted Horde control six decades ago, and since that time have not caused much trouble.

Ability Score Adjustments: +1 Strength, -1 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class, with +2 bonus hit points at first level.

Natural Armor Class/Move Rate: 10; Gnolls move on land at a rate of 9.

Bonus Languages: Gnollish, Common, plus one other humanoid language from the following: Orcish, Bugbear, Kobold.

Special Advantages:
Hyenadon Pet: Gnoll PCs begin play with a Hyenadon pup as a companion. The Hyenadon will rise in level and hit dice alongside the Gnoll, and will serve as the Gnoll's faithful companion for as long as he can keep it alive.
Hyena Affinity: Gnolls are gifted with Hyenas and Hyenadons, such that they may innately communicate with them. When dealing with Hyenas or Hyenadons, Gnolls can calm them as a Ranger, and can work with them as though the Gnoll had the Animal Handling and Animal Training proficiencies.

Special Disadvantages:
Size: Gnolls take damage as large creatures.

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Goblins

Always a neutral, mitigating presence in the Hordelands, the Goblins control the Hordelands' trade and inter-clan barter systems. They dominate the northern city of Scy, the unofficial economic capital of the Horde. During the insurrection 60 years ago, the Goblins dealt with both sides in the capacity of diplomats and merchants. This allowed the Goblins to strengthen their position within the Horde, and now their tribes are the Hordelands' dominant trading outfits, both domestically and internationally.

Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric, Cleric-Thief

Kit Allowances: Some of the kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Goblins move on land at a rate of 6.

Bonus Languages: Goblin, Orcish, Common, plus one other Humanoid language.

Special Advantages:
Infravision: 60' range.
Mining Detection: Goblins can spot new or unusual construction 25% of the time.
Appraising and Haggling: Hordelander Goblins have something of a knack for judging the value of items at market, and making sure they themselves pay well below said value. All Goblins begin play with Appraisal and Haggling NWPs free at first level.

Special Disadvantages:
Light Sensitivity: Goblins fight with a -1 penalty to attack rolls and morale while in sunlight. This can be overcome with the purchase of the Survival: Daylight proficiency, which is always purchased with a cross-class penalty (even for warriors).

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Half-Ogres and Ogrillons

There are several segments of the population in the Hordelands that are of mixed ancestry. Various mixtures of human, orc and ogre blood make up this diverse population. Half-Ogres are the issue of ogres and humans, while Ogrillons are the issue of orc females with ogre males.
Half-Ogres appear simply as large humans, with only slight Ogrish features, standing between seven and eight feet tall.
Ogrillons are about the size of Orcs, with either swarthy Ogrish complexions or the greenish skintones of the Orc parent. Either type is covered throughout its body with small horn plates: places on its body where the bone protrudes through the skin and creates both natural armor and natural weapons.

Ability Score Adjustments: +1 Strength and Constitution, -1 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Cleric

Kit Allowances: The kits below are as converted from the Warcraft d20 RPG, and also from the Diablo II AD&D supplement.

Hit Dice:

Half Ogre: By class, and see below.
Ogrillon: By class, +2 hit points at first level.

Natural Armor Class/Move Rate:

Half Ogres: 8; Half-Ogres move on land at a rate of 12.
Ogrillons: 6; Ogrillons move on land at a rate of 12.

Bonus Languages:

Half-Ogres: Ogrish, Common.
Ogrillons: Common, and can choose between Orcish or Ogrish as a second language.

Special Advantages:

(Half-Ogre)
Infravision: 60' range.
Toughness: The combination of human and ogre makes for an especially endurant species. At first level, Half-Ogres double their starting hit dice roll.

(Ogrillon)
Infravision: 60' range.
Natural Weapons: The Ogrillon's horn plates make its hands into natural spiked maces. Unarmed, an Ogrillon can attack twice in a round for 1d6+1 damage.

Special Disadvantages:

(Half-Ogre)
Large Size: Half-Ogres take damage as large creatures.
Small Opponents: Remember that Half-Ogres suffer a penalty to hit Gnomes and Dwarves (per those races' racial abilities).

(Ogrillon)
Disdain for Armor: Ogrillons dislike wearing physical armor. In any combat round where an Ogrillon wears armor, it suffers a -1 initiative penalty due to discomfort. Further, any combat encounter that yields experience has that reward halved if an Ogrillon wears armor at any point during the encounter. Note that small enchanted items (rings, bracers, amulets, cloaks) do not incur these penalties.
Disdain for Weapons: Ogrillons prefer their own natural fists over all other weapons. At first level, an Ogrillon has only one weapon proficiency, and learns new weapons one level slower than the rate for other members of its class.

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Half-Orcs and Orogs

There are several segments of the population in the Hordelands that are of mixed ancestry. Various mixtures of human, orc and ogre blood make up this diverse population. Half-Orcs are the issue of orcs and humans, while Orogs are the issue of orc males with ogre females. Both Half-Orcs and Orogs tend to heavily favor Orcs in appearance, and so most members of these mongrel races are hard to distinguish from their Orcish bretheren (though there are occassionally Half-Orcs who can pass for ugly humans).

Ability Score Adjustments: Half Orc: +1 Strength and Constitution, -2 Charisma. Orog: +2 Strength, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Cleric-Thief, Shaman-Thief, Witch Doctor-Thief, Fighter-Assassin, Cleric-Assassin.

Kit Allowances: The kits below are as converted from the Warcraft d20 RPG, and also from the Diablo II AD&D supplement.

Hit Dice: By class. Orogs begin play with +3 bonus hit points at 1st level.

Natural Armor Class/Move Rate: 10; Half-Orcs and Orogs move on land at a rate of 12.

Bonus Languages: Orcish, Common.

Special Advantages:

(Half-Orcs)
Infravision: 60' range.
Level Limits: Single-classed Half-Orcs with high prime requisite ability scores can increase their racial level limits. For each point of the class' prime requisite (Strength for Fighters, Dexterity for Thieves and Wisdom for Priests) over 16, the Half-Orc adds 1 level to his level limit.
Hardiness: Half-Orcs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.

(Orogs)
Infravision: 60' range.
Body Mass: Inheriting their ogre parent's thick body mass, Orogs hit hard in melee. All physical melee attacks of an Orog are +1 to damage.
Hardiness: Orogs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.

Special Disadvantages:
None. 

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Hobgoblins

Larger cousins of Goblins, these two races of humanoids have historically shared the same territory and culture. Hobgoblins often work as hired muscle or enforcers for Goblin interests, and the two clans of Hobgoblins in the Hordelands are steadfast allies of the two clans of Goblins.
Hobgoblins boast a rigid, structured military culture, and so appreciate Orcish rule (even if they adhere to the Goblin policies of neutrality in all internal disputes). Because of their penchant for militarism, Hobgoblins feature prominently in the Horde's combined military, often as archers or worg cavalry.

Ability Score Adjustments: +1 Constitution, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Hobgoblins move on land at a rate of 12.

Bonus Languages: Goblin, Hobgoblin, Common.

Special Advantages:
Infravision: 60' range.
Mining Detection: Hobgoblins can spot new or unusual construction, sloping passages or shifting walls 40% of the time.
Racial Enmity: Hobgoblins have a fierce hatred of Elves of all types, and gain a +1 bonus to strike them in combat.

Special Disadvantages:
None.

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Kobolds

The meek Kobolds once shared territorial boundaries with the Bugbears in the Krownis Mountains, and were briefly allied with the Bugbears, Flinds and Gnolls in their rebellion against the Horde. However, following their surrender to the Orcs, Ogres and Trolls in the war sixty years ago, they were forced from their territory by the vengeful Bugbears. Now they are dispersed throughout the Hordelands, though the surviving three Kobold clans are based near the Gnollish territories of Tangorea.
Kobolds are NOT, nor have they ever been, reptiles. They are not in any way related to dragons. That is lame, and stupid, and retarded.

Ability Score Adjustments: +3 Dexterity, -1 Strength, -1 Constitution.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric, Cleric-Thief, Shaman-Thief, Witch Doctor-Thief

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Kobolds move on land at a rate of 6.

Bonus Languages: Kobold, Common, Gnollish.

Special Advantages:
Infravision: 60' range.
Reputation: Because Kobolds are viewed by some as a weak, cowardly race, most opponents will leave them alone and attack them last of all in battle.
Cowardly Tactics: Due to their tendency to avoid direct confrontation, Kobolds are instinctively learned in two non-weapon proficiencies, available free of cost at first level: Hiding and Set Snares.
Animal Affinity: Kobolds have a strong affinity for dogs, rodents and ermine creatures. They can innately communicate with these creatures, and calm them as a Ranger. When dealing with these animals, Kobolds have the benefits of the Animal Training and Animal Handling proficiencies.

Special Disadvantages:
Light Sensitivity: Kobolds fight with a -1 penalty to attack rolls and morale while in sunlight. This can be overcome with the purchase of the Survival: Daylight proficiency, which is always purchased with a cross-class penalty (even for warriors).

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Minotaurs

These bull-headed humanoids were native to the Hordelands before the arrival of the Goblinoids who fled extinction on the other continents. While they made enemies among several of the other races (including the Bugbears, Kobolds and Gnolls), the Minotaurs managed to befriend the Orcs and Trolls, and they became allies of the foundling Horde. As the Horde continued to expand, the Minotaurs became more and more involved, to the point where the Ogres feared that the bull-men would replace them. To this day, the Minotaurs are one of the strongest allies of the Orcs and Trolls -- but they receive an icy reception from the Ogres and Ogre-Magi.
Sixty years ago, the Minotaurs took the side of the Orcs when the Gnolls, Bugbears and Kobolds rebelled. For this display of loyalty, the Minotaurs enjoy high status among the Horde races, further earning the enmity of the Ogres.

Ability Score Adjustments: +2 Strength and Constitution, -2 Wisdom and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief, Fighter-Mage.

Kit Allowances: Some of the kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class, +6 hit points at first level.

Natural Armor Class/Move Rate: 6; Minotaurs move on land at a rate of 12.

Bonus Languages: Minotaur, Orcish, Trollspeak, Common.

Special Advantages:
Infravision: 60' range.
Natural Attack: Minotaurs can attack with their horns for 2d4 damage.
Excellent Senses: Minotaurs have highly accute senses, granting them a +2 bonus to surprise rolls. They can use their sense of smell to track by scent with a 50% chance of success.
Special Immunity: Immune to Maze spells.
Courage: Minotaurs have a +3 bonus to save against fear effects.
Noble Shamanistic Heritage: Minotaurs gain the Herbalism proficiency for free at first level.

Special Disadvantages:
Size: Minotaurs take damage as large-size creatures.

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Ogres

The hulking, brutish enforcers of the Orcish regime. Longtime allies of the Orc clans, the Ogres own a place of distinction and honor within the Hordelands. Shortly after the exodus, Ogres formed an alliance with the Orcs and the Trolls, forming the basis of the modern Horde. Sixty years ago, the Hordelands were gripped by civil war when a faction of Bugbears, Gnolls and Kobolds rebelled against Orcish rule. The Ogres remained loyal to the Horde, and ultimately the Orcs and their allies were victorious.
Ogres co-habitate with Ogre-Magi, and often Ogre clans are ruled by powerful Ogre-Mage chieftains. Ogres are friendly with both Orcs and Trolls, but are jealous of the place of importance that the Minotaurs have earned since the coming of the goblinoids.

Ability Score Adjustments: +2 Strength and Constitution, -2 Intelligence and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman.

Kit Allowances: From the Diablo II AD&D supplement.

Hit Dice: By class, +4 hit points at first level.

Natural Armor Class/Move Rate: 5; Ogres move on land at a rate of 9.

Bonus Languages: Ogrish, Orcish, Common.

Special Advantages:
Infravision: 60' range.
Mass: Due to their huge bodies, Ogres strike with a lot of power. All physical melee damage has a +2 bonus.
Natural Attack: Ogres can attack with a ham-fisted punch, dealing 1d10 damage.
Resilience: Ogres have evolved, from centuries of dwelling in filth, a natural resistance to poisons and diseases. Against these afflictions, Ogres save with a +2 bonus.

Special Disadvantages:
Size: Ogres take damage as large-size creatures.

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Ogre-Magi

The Ogre-Magi of the Hordelands migrated from Iiso to other realms centuries ago. They have always been leaders among the various Ogrish tribes as they occured in Doria, Ghed and Capitol. Through their leadership among the Ogres, the Ogre-Magi came to be allies of the Orcs, and with the Ogres they followed the Orcs in their great exodus to found a new nation in the Hordelands. For the better part of the Horde's history, the Orcs relied upon the Ogre-Magi for their superior ability as sorcerers, but the Minotaurs prove to be a persistent and ever-present rival in that regard.

Ability Score Adjustments: +1 Strength and Intelligence, -2 Wisdom.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage, Fighter-Shaman, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief.

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.

Hit Dice: By class, +5 hit points at first level.

Natural Armor Class/Move Rate: 4; Ogre-Magi move on land at a rate of 9.

Bonus Languages: Ogrish, Orcish, Common.

Special Advantages:
Spell-like Powers: As they rise in level, Ogre-Magi develop the following innate spell-like powers: 1) Gaseous Form 1/day; 2) Invisibility at will; 3) Sleep 1/day; 4) Darkness 10' radius at will; 5) Polymorph into a humanoid 4' to 12' in height; Cone of Cold 1/day (60' long, 20' diameter cone for 8d8 damage [save vs. spells for half]).
Regeneration: At third level, Ogre-Magi gain the ability to regenerate wounds at the rate of 1 hp/round.
Morale Bonus: Ogre-Magi have a +1 bonus to save against fear effects.

Special Disadvantages:
Size: Ogre-Magi take damage as large-size creatures.
Experience Penalty: Ogre-Magi require twice the normal amount of experience to advance in level.

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Scro

The Scro are a race not native to the world of Kulm. They came to Kulm and established an embassy in the Hordelands during the Second Unhuman War, in an attempt to recruit the Hordelanders to their cause. Following the war, and the decisive (if costly) Elven victory, more Scro (along with several tribes of offworld humanoids) came to the Hordelands as refugees. The Scro have settled in and established a single tribe of Scro, the Sons of Dukagsh. As Orcs (or Orc-kin), the Scro play an active role in Horde politics, though they have had to settle for following the lead of common Orcs (and swallow their contempt for the same).

Ability Score Adjustments: +1 Strength.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Mage, Fighter-Thief, Mage-Thief. Scro Specialty Priests (War Priests) are always multi-classed Mage-Clerics.

Kit Allowances: The kits below are drawn from the Spacefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 8; Scro move on land at a rate of 12.

Bonus Languages: Orcish (Archaic dialect), Elven, Common.

Special Advantages:
Infravision: 60' range.
Bite: Scro fangs are highly developed, and a Scro in close combat can bite for 1d3 damage.
Unarmed Fighting: Scro warriors gain bonus proficiency in unarmed combat. The unarmed fighting style of the Scro allows for two punch attacks per round (1d3 damage each) at +1 to hit. Scro may punch and bite in the same round.
Toregkh Rage: Most Scro carry a necklace called a Toregkh, upon which they string the teeth of enemies they have personally killed. Anytime after a 1st level character is created, he can begin to build his Toregkh by removing a tooth from the enemies he personally kills (where the Scro lands a killing blow). Once the character has at least three teeth, his Toregkh is complete (but he is expected to continue adding teeth to the necklace). 1/day, a Scro with a completed Toregkh can enter a berserk rage, gaining a +2 bonus to hit and damage, double the normal number of attacks per round, and a penalty to armor class of 4. The Scro automatically enters a rage if the Toregkh is stolen, but the rage's benefits apply only against the individual who stole the totem.
Magic Resistance: Scro have a flat magic resistance of 10%.

Special Disadvantages:
None.

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Trolls

The Trolls are longtime allies and friends of the Orcs and Ogres. Together, they formed the original Horde that swept across the continent. As a reward for their loyalty, the Trolls were given the forested South of the Hordelands continent to rule over from the Troll city of Gruula. Trolls are friendly with both Orcs and Ogres, and are not averse to the inclusion of Minotaurs into the Horde ranks.

Ability Score Adjustments: +2 Strength, Dexterity and Constitution, -2 Intelligence, Wisdom and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Thief-Shaman, Thief-Witch Doctor, Thief-Priest (aka Shadow Hunter).

Kit Allowances: The kits below are as converted from the Warcraft d20 RPG, and also from the Diablo II AD&D supplement.

Hit Dice: By class, +6 hit points at first level.

Natural Armor Class/Move Rate: 9; Trolls move on land at a rate of 12.

Bonus Languages: Trollspeak, Orcish (or Ogrish), Common.

Special Advantages:
Infravision: 90' range.
Unarmed Attacks: Trolls can attack with two claw-swipes (1d4 each) and a bite (1d8) if they are without weapons.
Climbing: Trolls can climb natural surfaces (trees, sheer cliffs, etc) with an 80% chance of success. Rogues' climb walls ability is not modified by this racial skill.
Regeneration: The Troll's signature ability, they can regenerate 3 hit points per round starting three rounds after they are first injured. Trolls can continue to regenerate, so long as they are not damaged to -10 hit points or lower.

Special Disadvantages:
Fire and Acid: Trolls cannot regenerate damage caused by fire or acid.
Size: Trolls are damaged as large creatures.
Distracted: Trolls have a 50% chance to break off a pursuit if they come across food while chasing a fleeing opponent/running somewhere/etc.
Thin Limbs: Trolls' appendages can be easily severed by a roll of a natural 20 with an edged weapon. Severed limbs continue to fight on their own, but are beyond the Troll character's control.

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