Qahngol (Variant Half-Orc)

Once there was a race that lived in abundance upon the earth. They called themselves orcs. They had skin the color of blood, yellow eyes, strong bodies, and fierce tusks. They claimed to be the children of a powerful earth demon-goddess. Their goddess objected to the gods’ decree that the races of man would rule the earth. Should not demon-kind have as much right to the earth as the gods? This demon-goddess created the orcs from earth mixed with her blood and the blood of other animals: badgers, horses, falcons, and wild boars.

One day, a god of the skies, with dominion over falcons, noticed that there were fewer falcons lying than there should be. He decided descended from the heavens to investigate. The sky god found the orcs. Sensing that the missing falcons were used in their creation, he began to question them forcefully. The orcs had no chance against a god. They implored their demon-goddess mother for help against the sky god.

The demon goddess came out of her cave to express her anger to the god, when she was struck by the sheer beauty of his handsome features. She did not falter however. When confronted, the sky god was put aback by her demands. Misunderstanding lead to battle between the two. Though the demon-goddess was powerful, she could not hope to win against the sky god. Once overcome, she awaited his killing blow. When he did not strike, she asked why. He told her how he was overcome by how passionate and real she made life on the earth seem for him. Impulsively, he then took her for his bride.

The issue resulting from their union was the red-skinned verrik, who chose to remain near the mountainous home of their mother. Where the orcs were physically powerful, the verrik were mentally powerful. The orcs, being the older brothers, left to explore and to take more of the earth in the name of their mother. They were under the watchful eye of the sky god though.

War came to the world with the corrupted ones and their demonic minions. The corrupted ones conquered and subjugated races favored by the gods and immortals. Though the races of men fought valiantly, they began losing. The gods were silent to their pleas and humanity could not invoke divine favor or succor. The corruption had sealed away the earthly world from the heavenly realm. Both the corrupted ones and the races of men sought the aid of the orcs. The orcs refused to fight for either side.

When the orcs when discovered they could no longer commune with their mother demon-goddess, they were provoked, the corrupted ones threatening the orcs with the destruction of the demon goddess if they would not serve them. However, the orcs believed their mother would rather fight against their oppressors than supplicate. They fought their own war against the corrupted ones, not beside the races of men. They were nearly wiped out, but between the two wars, the architects of the corruption were finally defeated.

In the final battle, the few remaining orcs alone vanquished the dragon. With his dying breath, futile though it seemed, he cried a curse. He would forever be able to learn the truename of any born with the blood of orcs. His spirit lived on to vex the lives of all orcs through its vile and tainted magic.

Orcs always had difficulty reproducing. They soon found themselves almost completely incapable of bearing children due to the curse. The few full-blooded orcs died away one by one, but not before passing their bloodline on to the human nomads that wandered the same region. The qahngol of today believe that it was the sky god’s providence that afforded the orcs this last chance at preserving their bloodline, however diluted it might become. These mixed blood descendants were more fertile and more likely to survive the curse of their enemy. Though they were lesser than their fathers, the orcs knew their new children would prosper thanks to what they learned by the orcs in their ight against the infernal dragon. They called their new children qahngol, the descendents of the last living chieftain of the orcs.

Despite the curse, the qahngol grew in numbers and in power over the centuries. But their clans could not put aside their petty squabbles long enough to unite. That is until a new leader came along. He claimed to be the last of the orc chieftains. He promised them a grand future. Eventually, he united nearly all the tribal clans. They grew stronger every day. They also grew overconfident. They began a campaign that would eventually conquer a great amount of land.

It was then that the now undead dragon returned to menace the qahngol once more. He broke the back and the spirit of the great qahngol nation. Any the dragon killed rose again to fight at his side. The dragon’s swiftly growing undead army would have overrun them all if not for a fateful alliance formed with the empire. Forces now allied with the qahngol repelled the undead force. The qahngol still ally with their friends of old, ever ready to fight their enemies to the death.

Personality

Qahngol can seem arrogant and overconident and many are. They feel that to live up to the standards of their ancestors, they must live their lives proudly. They do not share their verrik cousins long range vision of events; they have another gift, a great affinity for the creatures of the wild.

Physical Description

Qahngol have a stocky, wide-shouldered build and tough, leathery skin the color of red wine. Their coarse hair is either white or dark black (almost dark blue). They wear their hair long and seldom have facial hair. When they do, they favor long, thin mustaches and beards. Tusks jut out from their lower jaw, giving them a fierce-looking grimace. Many have bowed legs used to the feel of a saddle and horse. They have a yellowish hue where the whites of their eyes should be.

A rare few are born with blue-colored skin; a trait that only the verrik share. This is seen as a sign of favor from the sky-god. Such children often become mystic warriors (magisters, mage blades, Runethanes, Wu shih, etc.)

Relations

Qahngol consider all other races the same, though the physical strength of the dahren and the toughness of the garuda, sanesaram, and goushen garners these races more respect. Other races are often put off by the “barbaric” qahngol attitude and their orcish blood. It doesn’t help that the qahngol claim to be descended from a demon goddess. The combination of the orcish blood, the curse, and their brutish attitudes can unsettle the more “civilized” races.

Outlook

The qahngol are quite a pragmatic and practical people, though harsh as the desert and plains they inhabit. They do not suffer fools lightly and will not tolerate nonsense from the bureaucrats of the empire. They know they can be intimidating and ind this to be humorous. Among themselves they enjoy sports such as wrestling, archery, horse racing, and stunt riding.

Qahngol Lands

The semi nomadic qahngol dwell in the taiga, (the cold, arid plains) tundra and hot deserts (“gobi”) that were never entirely conquered by any taint. They depend upon their horses as the livelihood provided by breeding yaks, oxen, and camels. Many families stay in villages during the cold winters and live in gers during the summer.

Religion

Qahngol traditionally follow an animist religion that reveres ancestors and elemental spirits, primarily the earth, wind, and sky. More recent sects have incorporated important spirits and ancestors as “saints”. Other religious practices are less common.

Languages

Qahngol is very precise. For example, “gobi” refers to “arid rangeland with insufficient vegetation to support marmots but with enough to support camels”. Qahngol have 33 different variations of the word to distinguish it from the desert proper. Specific names for creatures and land features change according to the person asked and take into account shape, color, age, lineage, personality, etc. Each major tribe has its own dialect.

Names

A qahngol is more likely to reveal his truename to his horse than he is to someone that he does not trust like a brother. The qahngol do not use family names, though lineages are carefully memorized and recorded. The sufix “-jin”, which means “of”, names an individual’s father: Ogodei, the son of Usun, would be Ogodei Usunjin. Most names apply to either sex, though some names commonly used for females are provided below.

The ruling class is referred to as taiji and tribal rulers are called khan (chieftain). Their wives are called khatun. High ranking tribe members are called Beki. Military commanders are known as ja‘utquri. Talented hunters are known as mergen. The word for bloodbrother is anda.

Male Names

Adarkidai, Ajai, Alaq, Altan, Aqutai, Arajan, Arslan, Ashiq, Badai, Barqudai, Batu, Belgutei, Bodonchar, Borjigidai, Boroldai, Bujek, Buqatai, Buri, Chanai, Chanar, Chaqurqan, Charaqa, Chigidei, Chilger, Chilgutei, Chimbai, Chinggis, Chormaqan, Daritai, Degei, Dobun, Dodai, Doqolqu, Dorbei, Duwa, Eljigedai, Emel, Guchugur, Guchuluk, Gur, Gurin, Guyuk, Harqusun, Horqudaq, Idoqudai, Inalchi, Inancha, Iturgen, Jajiradai, Janggi, Jaqa, Jedei, Jegu, Jungsai, Kiratai, Kishiliq, Kokochu, Mangqutai, Megujin, Mongke, Morichi, Mulqalqu, Nachin, Naqu, Ogodei, Ogolei, Okin, Oldaqar, Onggur, Oqatur, Qabul, Qachi, Qachin, Qada, Qadaq, Qaidu, Qarachar, Qaraldai, Qarchu, Qarqai, Qasar, Qongqai, Qoridai, Qorilartai, Qorqasun, Qubilai, Quchar, Qudu, Qunan, Qutu, Quyildar, Sacha, Senggum, Shidurqu, Shigiken, Soqor, Subetai, Taichar, Taqai, Tarqutai, Tayang, Temujin, Temur, Tolun, Toquchar, Torolchi, Tumbinai, Unggur, Usun, Yadir, Yegei, Yegu, Yisuder, Yisungge.

Female Names

Alaqa, Altani, Barqujin, Boroqchin, Borte, Botoqui, Chabi, Chaqa, Chotan, Checheyigen, Doregene, Ebegei, Gurbesu, Holuiqan, Ibaqa, Kokachin, Mongqoljin, Nomolun, Orbei, Oqul, Qojin, Qorijin, Qulan, Soqatai, Sorqaqatani, Temulun, Yisugun, Yisui.

Family Names

Arulat, Barulas, Bayit, Borjigin, Chinos, Dorben, Geniges, Guchugur, Ikres, Jalayir, Jirgin, Jurkin, Kereyit, Mangqut, Menen, Merkit, Naiman, Noyakin, Olon, Onggirat, Oyirat, Qadagin, Qongqotan, Qorolas, Saljut, Sartul, Sukeken, Tarqut, Tubegen, Tumen, Uiqut, Urut.

Adventurers

Qahngol adventure out of wanderlust or for power and wealth. Qahngol enjoy demonstrating riding skills, and their prowess with sword and bow. They usually take up careers such as hunters and mercenaries, or join some other profession that allows them to travel and explore. More spiritual qahngol may seeking out alternate paths to ind the meaning of their existence

Favored Drink: Strong spirits fermented from yak milk; Favored Food: Meat and cheese of all kinds; Favored Weapon: Bows and clubs.


Qahngol Racial Traits

Qahngol possess the following racial traits. Traits marked with an asterisk (*) are alternate half-orc racial traits found in all qahngol (the trait they replace is noted at the end of each).

  • +2 to One Ability Score: Qahngol characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Orc Blood: Qahngol count as both humans and orcs for any effect related to race.
  • Normal Speed: Qahngol have a base speed of 30 feet.
  • Low-Light Vision*: Qahngol can see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision racial trait.
  • Horselord*: Qahngol receive a +2 racial bonus on Handle Animal and Ride skill checks. This racial trait replaces the intimidating racial trait.
  • Curse of the Orcs*: Any qahngol who has come of age (14 years old) and removes or loses their name mask and does not replace it within 24 hours falls under the curse (no save) inflicted upon their orc forebearers by an evil dragon. A qahngol who has fallen under the sway of the curse be brought back with the remove curse spell (caster level check DC 10 + the qahngol’s character level). With a successful caster level check, the qahngol is granted a 24 hour reprieve from the curse in which they must recover and don their name mask again or once again be beholden to the curse. To become more fearsome in battle, a qahngol may purposely invoke the curse as a full-round action by taking off their mask and making a Fortitude save (DC 10 + the qahngol’s character level). This transformation allows the qahngol to gain all of the beneits of the curse and none of the detriments for a number of rounds per day equal to their character level. These rounds need not be used consecutively. To end the voluntary invocation of the curse, the qahngol must make a Will save (DC 10 + the qahngol’s character level) to don their name mask. If this save is failed, not only does the voluntary invocation of the curse not end, the qahngol falls prey to the full-fledged curse. This racial trait, in addition to name mask racial trait, replaces the orc ferocity racial trait.

Curse of the Orcs

Type curse; Save none
Onset 24 hours; Frequency constant
Effect target gains the infernal cannibal template (see below) and becomes a mad, flesh-eating monster under the GM’s control.

Infernal Cannibal Template (CR+1)

Rebuild Rules: Defensive Abilities gains DR and energy resistance as noted on table; Special Attacks gains bite attack (1d6 + STR damage); Special Qualities Powerful Build the creature treated as one size category larger when it is advantageous (including wielding weapons sized for larger creatures); Berserk the creature attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 60 feet; Ability Scores +2 Strength, +2 Constitution, -2 Dexterity.

Table: Infernal Cannibal Defenses
Hit Dice Resist Cold and Fire DR
1-4 5 -
5-10 10 5/good
11+ 15 10/good
  • Name Mask*: All qahngol begin play with an ornamental mask that they received during their coming of age (14 years old) ceremony. This mask prevents them from being changed into feral cannibals by the curse of the orcs. The mask detects as magic only when worn. Upon the death of its owner, the mask loses all trace of magic, except for those who share the same bloodline and lineage. To create a new mask, one must be a qahngol and possess the ability to cast remove curse and the Create Wondrous item feat. Name masks are often passed down from generation to generation as the most precious of heirlooms. Though it is frowned upon by more conservative qahngol, some qahngol adventurers have other magical enhancements cast upon their name mask. This racial trait, in addition to curse of the orcs racial trait, replaces the orc ferocity racial trait.

Name Mask

Aura faint abjuration; CL 5th
Slot eyes; Weight 1/4 lb.
Description
This half mask is covered with runes and sigils that ward against evil and madness. A qahngol who wears this mask is protected from the curse of the orcs.
Construction
Requirements Craft Wondrous Item, remove curse, creator must be a qahngol; Cost 100 gp/character level (0 gp at 1st level).

  • Weapon Familiarity*: Qahngol are proicient with dao, scimitars, and shortbows (including composite shortbows) and treat any weapon with the word “orc” in its name as a martial weapon. This racial trait replaces normal half-orc weapon familiarities.
  • Languages*: Qahngol begin play speaking Common (Yuxian) and Qahngol. Qahngol with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). This racial trait replaces normal half-orc languages.
  • Racial Levels: A qahngol can take levels in qahngol paragon to further develop his racial qualities.

The Qahngol Paragon

Qahngol can take up to six levels in qahngol paragon at any time. Not all qahngol take racial levels; and of thos who do, not all take all six of them.

Hit Die: d8

Class Skills: The qahngol paragon’s class skills are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis)

Skill Points: 2 + Intelligence modifier.

Class Features

Table: Qahngol Paragon Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special Natural Armor Bonus Spells per Day
1 +0 +2 +0 +2 +1 Constitution, Combat Training, Wild Empathy +0 -
2 +1 +3 +0 +3 +1 Strength, Bonus feat +1 -
3 +2 +3 +1 +3 +1 Constitution, +1 Strength, Keen Scent +1 +1 level of existing class
4 +3 +4 +1 +4 +1 Wisdom, Bonus feat +1 -
5 +3 +4 +1 +4 Smell Fear +2 -
6 +4 +5 +2 +5 +1 Wisdom, Bonus feat +2 +1 level of existing class

Weapon and Armor Proficiency

Qahngol with levels only in qahngol paragon are proficient with all simple weapons, light armor, and shields (but not tower shields).

Combat Training (Ex)

A qahngol paragon may add his qahngol paragon -2 to his fighter levels to determine his eligibility for feats with a prerequisite fighter level or he may add his his qahngol paragon -2 to his barbarian levels to determine how many additional rounds per a day he can rage. For example, a 2nd level fighter/4th level qahngol paragon is eligible to take the Weapon Specialization feat (assuming he also has the Weapon Focus feat); or a 2nd level barbarian/3rd level qahngol paragon can rage for a total number of rounds per day equal 4 + his Constitution modifier + 4 additional rounds (2 additional rounds for barbarian level 2nd + 2 additional rounds for qahngol paragon level 3rd). He may only choose one class (barbarian or fighter) in which he desires to gain this ability. Once the choice is made at 1st level, it cannot be changed.

Wild Empathy (Ex)

A qahngol paragon 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 qahngol paragon rolls 1d20 and adds his qahngol paragon 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 qahngol paragon 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 qahngol paragon 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.

Bonus Feat

At 2nd level, and every even level thereafter, a qahngol paragon gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from either those with “half-orc” in the prerequisite or from those listed as combat feats.

Natural Armor Bonus (Ex)

At 2nd level, the qahngol paragon gains a +1 natural armor bonus. At 5th level, this bonus increases by +1.

Keen Scent

At 3rd level, a qahngol paragon gains the Keen Scent featAPG as a bonus feat. He need not meet the prerequisites normally required for that feat.

Spells per Day

At the indicated levels, a qahngol paragon gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking levels in the qahngol paragon class. She does not, however, gain other beneits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before taking levels in qahngol paragon, she must decide to which class she adds the new level for purposes of determining spells per day.

Smell Fear

At 5th level, a qahngol paragon gains the Smell Fear featAPG as a bonus feat. He need not meet the prerequisites normally required for that feat.

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