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| #1nightdruidMay 05, 2004 6:32:37 | Hey guys, think this is largely done...man, been on this one FOREVER. Could not make up my mind what I wanted to do. Been through about 4 revisions; best I post it now least I spend another 6 months revising it to the nth degree. ;) I'll do a sample ship soon ![]() Btw, Goblin Gear is a set of four articles detailing each of the goblin-kin ships (kobold angelship, goblin porcupine, ogre mammoth, orc scorpionship), their helms, and interesting pre-Unhuman Wars cultural notes. I intend to compile them together soon into one nice, big article with other stuff that applies to all of the articles. ![]() Nightcrawlers of Wildspace: Orc Scorpionships Though hardly the first of the so-called goblin-kin races to enter wildspace, orcs quickly became one of the most influential. Larger and stronger than goblins and nearly as numerous, the orcs aggressively expanded their sphere of influence. Before the Unhuman Wars, the orc scorpionship was an all-too common menace. The elves destroyed nearly half of the orc fleets, and drove the remaining ships from the Known Spheres. Orcs traveled in small fleets known as wolf packs, although a lone ship was not unheard of. A wolf pack ranged from two to twelve ships and quite often was lead by the largest and craftiest orc in the fleet. Loyalty came through fear and intimidation. Orcs were notorious for going rouge due to infighting. Scorpionships Compact and lethal, the orc scorpionship is a dreaded warship from an earlier time. Typically only eighty feet from the tip of the jaws to the base of the tail, a scorpionship is deceptively small. It can withstand a great deal of damage and retaliate with two ship weapons and a pair of ram claws. Aboard is a crew of the toughest orcs that can be found, readied for battle. Backed up by shaman and witch doctors, the orcs sought out wealth and glory. The first scorpionships began in the sweeping badlands of some forgotten world where colossal scorpions dwelled. The orcs discovered that the iron-hard exoskeletons of dead scorpions could be fitted with decking, and used the husks to build their distinctive spelljammers. As the orcs refined their shipbuilding craft, they learned to build new scorpionships without need of a dead scorpion's husk. A scorpionship is built from a hull of iron-sheen chitin husk or a frame of thick wood. Decks of duskwood, ironwood, or oak divide the top, main, and cargo decks. The workmanship is shoddy and the ship is often in ill repair; orcs care little for the condition of their ship. Many patches identify a veteran ship. Rust, rot, and shoddy repairs plague many ships; more than one scorpionship collapsed unexpectedly. Space is limited aboard a scorpionship. There is room enough for a ballista on the deck and a heavy catapult stop the tail. A set of deadly claw rams completes the ship's armament. Rare larger scorpionships carried more weapons; a rumored ninety-ton ship was said to have carried six heavy weapons and had ram claws that could rend ships into flotsam. A scorpionship requires only a small crew. Triangular sails are strung between the tail and the legs. Four orcs are needed to man the sails, while the captain shouts orders to coordinate their efforts. A sixth orc, a shaman or witch doctor, is needed to operate the helm. In addition to providing maneuverability, the sails serve a double purpose in blocking out hateful sunlight. The orcs keep the sails situated to block as much sunlight as possible. The remainder of the crew, usually about thirty orcs, mans the ship weapons or waits for an attempt to board other ships. A scorpionship can carry as many as eighty or ninety orcs, but conditions are abhorrent. Below the top decks is the main deck, with a small bridge, the controls for the claw rams, and quarters for the crew. The eyes are made of crude, opaque glass and are often tinted red. Small incense burners hang from the ceiling, filling the bridge with arcane smoke. Star charts hang from the wall, usually on animal skins. The shaman or witch doctor watches over the lifejammer, constantly chanting to make the magic work. Behind him, a pair of burly orcs operates a series of levers and turnstiles that make the ram claws move. The orcs practice operating the weapons, and are q uite good at it. The room doubles as a galley, with a cauldron in the center of the room where orcs prepare their meals. The orc kitchen is quite crude, with only the bare necessities. Meals consist of a watery stew, jerky, and an orc deviation of hardtack. Heading aft from the galley/claw control room is the crew quarters. Dozens of bunks are built into walls, stacked four high. Bunks are a right of the strongest warriors; an orc must earn his bunk through combat. Those orcs without a bunk sleep on the deck or the cargo hold. The captain's quarters are located at the base of the tail, the only private quarters aboard the ship. The best trophies will be located in his room. Below the main deck and opposite of the gravity plane is the cargo deck. This area is roughly oval shaped, about twenty-five feet long. Sometimes this space is subdivided into other rooms, such as an armory and brig for prisoners. The hold is filled with all manner of wares that the orcs might need or otherwise find interesting. A hatch offer access to the cargo deck. Orcs of Wildspace Wildspace orcs are a clannish lot. Most orcs are part of small buccaneer clans that have much in common with traditional pirates. Rarely these clans will unite behind a powerful leader known as a "Wolf Chief", a title that honors their cunning, battle prowess, and ferocity. Orc legends speak of a mystical homeworld, where all orc tribes began. Fortunately, perhaps, the name and location of this homeworld are long lost. According to the legends, this world has twisted badlands and deserts that the orcs scoured in search of elusive scorpion husks. Hundreds of scorpionships set sail from this homeworld. Tusked Freebooters Most orcs are freebooters, buccaneers, and pirates. These freebooter clans are small, perhaps 50 to 300 male orcs in all. They have few women or children with them, as such dependants can slow them down. They raid trade ships, ransom hostages, and otherwise make life miserable for travelers. Freebooters use older scorpionships, built from the husks of dead scorpions. They rarely have the ability to build ships of their own; such an effort requires more resources than they have available and forces them to stay in one place far longer than they feel comfortable. Their lairs are small asteroids, just large enough to hide their ships, some small buildings, and a few places to stash stolen loot. A freebooter tribe has 1-6 scorpionships and maybe 1-2 other ships, depending on their success. Excessive ships are sold to unscrupulous dealers in black-market deals that keep the orcs rich in coin. Typically, a freebooter clan will take a small number of ships per season, and then spend the next several months spending their loot on ale, fast women, gambling, and everything else that catches their eye. Only after all of their loot has been spent do they set sail once more in search of new ships to steal from. Rarely do captains look to improve their ships or increasing the size of their fleet. Due to the activities of these orcs, freebooters have more half-orcs in their ranks than standard; 1 out of every 10 orcs will be half-orcs. These half-breeds can rise to rule whole tribes, having the strength of their orcish ancestors and the wits of their human parent. These individuals can be roguishly charismatic individuals, the terrors of ports across many spheres. Wolves of Wildspace Rarely, perhaps no more than once or twice a generation, an orc will arise with such charisma that he can unify many orc clans into a single, destructive army. These leaders are known as the Wolves of Wildspace. This orc will be the largest, meanest orc imaginable. A Wolf Chief is a crafty tactician and mighty warrior. At his command are at least 7-12 scorpionships and 2-8 other ships. This is the minimum force of these monsters; some chiefs manage to assemble fleets in upwards of a hundred strong! His sub-chiefs are captains of lesser ships; his flagship will be an unusually large scorpionship, sometimes as large as 100 tons. The Wolf Chief, at times, will ally himself with a stronger individual, such as an archmage or dragon, selling the services of his fleet as mercenaries, if the pay is right. Wolf Chiefs are the terror of wildspace. A single successful Wolf Chief can terrorize several spheres. Many are driven by ego and a desire to be remembered for generations, and will try to out-do previous Wolf Chiefs with increasingly horrible atrocities. Names that have been burned into the memories of space travelers include Fellthane the One Tooth, who sacked the city of Jirr's Rock; Blacktusk the Buccaneer, whose treasure is said to be unequaled in vastness; and Greeneye the Flayer Foe, a mind-bender who won many battles against mind flayers. It is fortunate that Wolf Chiefs rarely live long. Their activities drive them to commit crimes that demand retribution and revenge. The Elven Fleet typically offers a reward of 100,000 gp on the head of any Wolf Chief, dead or alive, once they become known; other powers offer similar rewards as well. Greeneye, for example, survived for almost ten years after sacking a mind flayer outpost, despite the creatures putting a 500,000 gp bounty on his head. None are known to have lived to a ripe old age; such is life of a Wolf Chief. In many ways, they prefer it as such. To die in glorious battle is seen as one of the best ways to be forever remembered; to die an old orc is to die a coward. The last known Wolf Chief perished at the start of the Unhuman Wars, in the Battle of Kule. In killing him, the Elves hoped to divide and weaken the orc clans, a strategy that proved very successful. It might be noted that although two great orc leaders arose near the end of the Unhuman Wars, Longtooth of Armistice and Dukagsh Father of the Scro, neither can truly be considered Wolf Chiefs, for Longtooth choose peace over a violent death, and Dukagsh fled from the Known Spheres to die an old man. Although revered by their followers, "traditionalist" orcs hold these leaders in great contempt as cowards. Orc Worlds Driven by a desire to acquire property and territory, orcs find wildspace an ideal habitat. Many asteroids, moons, and small worlds could be easily conquered and dominated without competition. They seek out places with deep caves, thick forests, and constant cloud cover. Natives were a plus; after all, the orcs needed a supply of slaves! From harsh fortresses, the orcs strip the countryside of everything of value to fuel the construction of new scorpionships. These destructive habits leave the world ruined, and when the land becomes uninhabitable, the orcs move on. In this way, countless otherwise habitable worldlets have been left spoiled by orc hordes. What life is left behind are creatures that share the orcs' temperament, such as carnivorous plants, mobats, worgs, and giant spiders. Cult of the Wolf Even orcs have their heroes. The so-called "Cult of the Wolf" is a pantheon of Wolf Chiefs that wildspace orcs hold up as heroes they identify with. The cult is really a series of personality cults without true worshippers or clerics. Many orcs can find at least one hero in the collection of dead chiefs to personally identify with and maintain as his idol. To an extent, the Wolf Chiefs fulfill a similar role to Saints in some human religions. Known past Wolf Chiefs include the following: Blacktusk the Buccaneer (4441 OC to 4502 OC): A dangerous pirate that is said to have left a hundred ships burning in his wake. His personal horde of gold, gemstones, and magic items could rival that of the greatest dragons, which he buried on dozens of asteroids. Orcs that unexpectedly discover some small cache of loot are said to have received Blacktusk's boon. Fellthane the One Tooth (4509 OC to 4538 OC): This monster is said to have been part ogre, for he was large and brutal. His greatest accomplishment was the sacking of the city of Jirr's Rock, then a large and prosperous city. Greeneye the Flayer Foe (3830 OC to 3860 OC): A mind-bender with a particular dislike for mind flayers, Greeneye was a deadly foe of those creatures. As such, he was hailed a hero even in some human circles. Griznarr to Armada Slayer (2531 OC to 2555 OC): One of the earliest known Wolf Chiefs, Griznarr is believed to be the first orc captain to have successfully destroyed an elven armada in battle. Although most assuredly long dead, the Elven Fleet maintains a 200,000 gp bounty on his head that has never been collected. Manbane (4290 OC to 4316 OC): Said to be half-troll, Manbane held a particular dislike for humans. Before perishing in the Battle of the Eight Sisters, he had built a warship made from the bones of his victims, a grisly trophy of victories. Baz'or (3930 OC to 3961 OC): A truly ugly monsters, Baz'or served as admiral for a powerful warlock in Greyspace. The warlock attempted to conquer key parts of the sphere, but ultimately failed when many forces of good allied together to destroy his fleet in the Battle of Gnibile. Blood Altars: Orc Lifejammers Being a cruel and savage race, it is little surprise that orcs would use helms that involve inflicting pain and suffering to fly their ships. The secrets of the lifejammer are a gift from evil deities. Yurtrus, the orc god of death, is considered the most likely inventor of the lifejammer, although he may have stolen the secrets from another. A lifejammer takes the form of a pitch black stone alter about three feet long, two feet wide, and a little over two feet high. Grooves on the upper surface draws blood spilled upon it into a basin at the center of the top. The blood then flows through a tiny drain at the bottom of the basin, emptying into tiny channels run throughout the entire ships, just as veins in a human. When blood is freshly spilled, the veins glow with a hellish crimson light. The light dims over the course of the day, until it vanishes completely after twenty-four hours, when a fresh batch of blood must be sacrificed. Each lifejammer is linked to a ceremonial dagger, carried by the ship's witch doctor or shaman. If lost or destroyed, a new dagger must be crafted (see below). The dagger is made from bone, gold, and gemstones. The edge is very sharp, and black from dried blood. The lifejammer is a terrible device. To make it operate, blood must be spilled upon it altar, which uses to fly the scorpionship. The damage must be inflicted by the ceremonial dagger, which causes a minimum of 1d8 points of damage as it draws life from a victim, who must make a saving throw or perish due to the necromantic energies (3e: Fortitude save, DC 15; 2e: Save vs. Death, no penalty). The damage cannot be magically healed or regenerated; it can only be healed naturally. Healing skills and proficiencies will have not affect on the rate of healing. The bloodletting is part of an elaborate ritual that involves chanting in tongues and making precise cuts. The whole ritual takes 1 minute for every 1d8 points sacrificed. At the option of the shaman (or witch doctor), more damage can be inflicted on a victim to increase the speed of the ship. For every 1d8 points of damage inflicted, the ship gains 1 ship's rating, to a maximum of ship's rating 5. Thus, if the shaman were to cause 3d8 points of damage to a victim, the blood gives the ship a ship's rating of 3. Every additional ship's rating increases the chances of death (3e: +2 to DC per point; 2e: -1 penalty to save). After the blood is collected, the victim is no longer needed and can be tossed back in a cell, tossed overboard, or returned to duties (depending on the circumstances). In exchange for this blood sacrifice, the scorpion can be flown without tying up a spellcaster or forcing the helmsman to sacrifice his spellcasting abilities for a day. Crafting a lifejammer is a fairly simple task, so long as the proper materials are gathered. The stone must come from the cold, dead heart of an extinct volcano. Tools of cold iron are used to carve fiendish runes into the stone. The runes must be carved during nights of a new moon, when darkness is strongest. Ritualistic chanting and the sacrifice of a living being (preferably an elf, human, or dwarf) completes the alter piece of the lifejammer. A rib bone is torn from the victim's carcass and used to craft the ceremonial dagger. The dagger takes 3 days to complete. Making the alter takes a month to construct. Once complete, the lifejammer can be installed. If the ship is a scorpionship made from the exoskeleton of a dead scorpion, no further work needs to be done; blood will flow through veins already existing in the exoskeleton. For all other ships, tiny grooves must be carved into the sides of the ship to allow blood to flow to every part of the ship. This is a labor-intensive process that takes about a week for every ten tons of ship. Scorpionship Spells The orcs have devised a number of vicious spells for use in conjunction with a scorpionship. It is unknown if any of the spells presented below will operate with other ship; all copies were destroyed by the elves during the Unhuman Wars. Undoubtedly the Elven Fleet has copies of their own hidden away in a library in Lionheart. The scro might have their own versions, keyed to their own ship designs. Hellfire Claws Level: 3 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell places an enchantment on metal claws, such as those found on a scorpionship. The claws will glow red-hot, with small bursts of flames dancing across the surface of the claws. Due to the great heat, any creature struck by the claw suffers and additional 3-12 points of heat damage. Against ships, the ship must make a saving throw vs. fire or suffer an additional hull point of damage due to the burning heat. The claws can set fire to sails and rigging, tearing them away with great ease. The material components of this spell are a billows, sulfur dust, and coal. The billows are used to stoke the coals and spread sulfur over the claws. Sting of the Star Scorpion Level: 2 Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 4 Area of Effect: Special Saving Throw: None The Sting of the Star Scorpion is a simple enchantment that is cast on the tail of a scorpionship. The orc spellcaster can then cast certain, so-called "venom" spells through the tail, using the inherent magic of spelljammers to increase the power of these spells. The spells siphons power from the helm such that for every round in which a spell is cast through the tail in this manner decreases the ship's speed by one point for one round. Each tail can handle only one spell per round besides the initial Sting of the Star Scorpion spell. The component of this spell is a scorpionship with an active helm aboard it. Animate Sting Level: 4 Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: Special Saving Throw: None This powerful spell imbues the tail of a scorpionship with a life of its own. The spellcaster can direct the tail by concentrating. If the spellcaster can direct the tail to repeat a command (usually striking at a ship) until he gives it a new order. Any weapon on the tail can no longer be used, but the tail gains melee attacks. The tail can strike once per round, causing 1-2 hull points against ships or 3-24 hit points against creatures. The tail attacks as with the same THAC0/BAB as the caster who cast the spell. Animated Stinger siphons power from an active spelljammer helm, draining 1 point of SR while the spell is active. The material component of this spell is a scorpionship with an active helm aboard it. Scorpion Tailblade Level: 2 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None The Tailblade spell causes a vicious metal blade to grow out of the tip of the tail of a scorpionship. The blade can be used in conjunction with the Animated Stinger spell, increasing the damage done by the tail to 2-3 hull points versus ships and 4-32 points of damage versus creatures. Woodvenom Level: 2 Range: 0 Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: Nil This spell is used in conjunction with the animate sting spell. When cast on the animated tail of a scorpionship, it creates a tiny reservoir of specialized venom that causes rot in wooden targets. Each strike causes 1-3 points of wood rot damage. The reservoir has enough venom for 1 strike for every 5 levels of the caster. The venom can remain unused for up to 1 day; after that time, the venom loses its potency. Woodvenom does not affect any creature other than plant creatures such as treants. Against plant creatures like treants, a strike causes 3-18 points of damage. The material component of this spell is a piece of wood infected with wood rot. Airvenom Level: 1 Range: 4 hexes Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: None The airvenom spell creates a sphere of poisonous gas that is launched from the tail of the scorpionship. It makes a single attack roll as if made by the caster of the spell with a +2 bonus to hit (it merely needs to hit the air envelope of the other ship). If the sphere hits, the poison gas mixes into the air envelope. The poison degrades the air envelope of the ship at the rate of 1d12 man-days per level of the caster. Thus, a 7th level orc spellcaster that uses this spell against an enemy ship can destroy 7d12 man-days of air if it hits. If the sphere misses, it dissipates harmlessly. The material component of this spell is a rotten egg. Cometvenom Level: 3 Range: 5 hexes Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 15' radius Saving Throw: ½ The cometvenom spell creates an icy sphere that is launched from the tail of the scorpionship. It makes a single attack roll as if made by the caster of the spell. If the sphere hits, it bursts into a sphere of unbelievable cold. Anyone caught in the area of effect must make a saving throw vs. spell (3e: reflex save) or suffer 3-30 points of cold damage. The spell can damage large weapons, which also must make saving throws vs. cold or be rendered inoperable. The spell also causes 1-2 hull points of damage. If the sphere misses, it dissipates harmlessly. The material component of this spell is an iceball made from the ice of a comet. Meteorvenom Level: 3 Range: 5 hexes Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 15' radius Saving Throw: ½ The meteorvenom spell creates a fiery sphere that is launched from the tail of the scorpionship. It makes a single attack roll as if made by the caster of the spell. If the sphere hits, it explodes into a fireball. Anyone caught in the area of effect must make a saving throw vs. spell (3e: reflex save) or suffer 3-30 points of fire and debris damage. The spell can damage large weapons, which also must make saving throws vs. fire or be destroyed. The spell also causes 1-2 hull points of damage and can start fires. If the sphere misses, it dissipates harmlessly. The material component of this spell is a rock taken from a meteor that has passed through the atmosphere of a world of at least size D. |