Post by 13eowulf on Dec 17, 2013 4:55:26 GMT
This is a conversion of the Urkzimmuthi race from the Queen of the Orcs trilogy by Will Hubbell (writing under the pen name Morgan Howell). In the book the Urkzimmuthi are referred to by several other names, including both Orcs and Trolls, but the name Urkzimmuthi is their own word for themselves. I liked the books, and I liked the race, this is my conversion, with some creative influence to better fit them into the Palladium Megaverse. This is also one of my really early writings.
Urkzimmuthi
The Urkzimmuthi are often mistaken for Orcs, when they encounter people who know what an Orc is, however, then are not Orcs (or Orks if one prefers), they are vastly different, they are Urkzimmuthi (Children of the Mother).
In fact the Urkzimmuthi are similar to the peaceful Native American tribes of ancient earth, with a matriarchal society. They fight only when absolutely needed. When they fight it is with ruthlessly aggression and single minded determination. Deceit is a concept they do not understand or wish to understand. The Urkzimmuthi do not consider themselves warriors however, they are farmers, carpenters, glass-smiths, blacksmiths, tailors, and all the other basic jobs. But all males will fight if called forth by the clan Muth (clan mother). Before invading races descended upon them, Urkzimmuthi didn't have war. The only combat or fights was when some stray predator crept into their farms and homes.
The Urkzimmuthi do not recognize themselves by race alone, other individuals, members of other races, whether they are lost visitors, or captured prisoners, may be accepted as a member of the tribe. They first have to learn the ways of the tribe, and then undergo a rebirth ceremony. The ceremony has a mystical nature to it, and if the individual undergoing the ceremony is not truly willing to become a member of the clan, it will fail, and then the individual has a choice, leave, or go through additional learning and try again.
As I mentioned before these are a matriarchal people. Each clan is led by a clan mother and the clans overall are ruled by a queen. When a man marries, he moves in with his wife’s clan, and becomes of their clan, and the children belong to the mother’s clan. A man’s belongings are passed down through his sister’s children.
On their world they were very much like the Native Americans of earth, with several differences, and it wasn’t until other races came to their lands that they learned of war. Unlike the Native Americans of earth though, they have had greater success defending themselves, and keeping their land. Not vastly better mind you, but better.
Their world is very much like the Palladium Fantasy world, with various races, and magic, and a variety of deities. One race of note is the Psi Goblins, as they come from the same world. On their home world the Psi Goblins are not much more than malevolent pests, although a few have proved themselves worthy of being accepted into a clan, they are rare, but not unique or unheard of. The Urkzimmuthi have also domesticated a number of creatures, some of the standards, horses, and various livestock, like various bovines, goats, chickens, etc. But others as well, like Phantom Wolves, used as mounts, either for hunting, but also in times of war (Phantom Wolves are native to their home world).
One of the reasons that the Urkzimmuthi are so similar to Native Americans is that they worship the same spirits and deities. Often they appeared is slightly different guises, and the legends may not be the same, but the spirits are. While they don’t have a similar separation between Pure Ones, Traditionalists, and Renegades as the Native Americans of Rifts Earth, they have similar societies, and abilities. (For game purposes the Urkzimmuthi are treated as Traditionalists, but have more lax restrictions, closer to Renegades that maintain their Totem Animal, see World Book 15: Spirit West for details. Urkzimmuthi can select a totem animal, as often start with a single minor fetish, regardless of OCC.)
On Rifts Earth there few Urkzimmuthi spread across the planet, less than 2,000. That does not include Greenland. In the center of the Greenland icecap, when approaching what looks like a mountainous portion of the glacier, one finds that there are caves and tunnels. If one ventures in, one may be able to find themselves into a hidden valley, a lost world of sorts, a savage land. The space it covers is about 50,000 square miles (this is a conservative estimate, and some EDI explorers put the estimate at about twice that). There are many clans of Urkzimmuthi, as well as other beings from their home world, and even other creatures, such as mammoths, dinosaurs, and others. The valley is mainly a tropical environment, but other climates can be found. EDI scientists (the only ones who have been able to give any study to the valley) have not been able to determine how long the valley has been here, or even where “here” is. Are the caves portals to another world? Was this valley transported here from another world? How is the environment maintained? Is the Valley constructed or naturally occurring? Neither the scientists, nor the magical/mystical experts in the EDI have been able to answer these questions. One question that arises is the inability of their various magical/special/dimensional/technological sensing abilities to detect the valley, or answer any of these questions. Perhaps it is linked to the mysterious properties of Greenland and its lack of ley lines, but no-one yet knows. But the caves work both ways, making the icecap a strange and dangerous place, with unusual animals and other beings roaming its expanse. There have even been incidents of Urkzimmuthi raiding and/or trading parties approaching other settlements in Greenland, and some Urkzimmuthi leaving to find adventure in the world. And there are stories of the opposite, some humans (and other being) venturing inwards, to find the source of these mysteries, and to find adventure.
Urkzimmuthi RCC
Alignments: Any, but lean toward good or honourable alignments (including unprincipled and aberrant).
Attributes: The number of six-sided dice rolled is as designated: IQ 3D6, ME 3D6, MA 3D6, PS 4D6+6, PP 3D6, PE 5D6, PB 2D6, Spd 4D4. Note: On Rifts Earth (or any realm that had tiered PS levels other than Supernatural) PS is considered to be the equivalent of Augmented/Bionic/Extraordinary Strength, see damage for details.
Hit Points: PE + 1D6 per level of experience.
SDC: 40, plus those gained from OCCs and physical skills.
Natural Armour Rating: 12
Horror Factor: None
PPE: 2D6 (In addition to any gained from OCCs)
Natural Abilities: Superior physical strength and stupid courage, but easily startled and bluffed, especially by magic and the supernatural. Nightvision 40 ft. (12.2 m; can see in total darkness) and good overall vision and hearing.
Combat: Two without any combat training, or those gained from hand to hand combat and/or boxing.
Damage: Bite with canine-like teeth inflicts 2D6 SDC damage in addition to their PS bonus. On Rifts earth they are capable of inflicting minor MD damage with their Augmented PS.
Bonuses: Only those gained from attributes, OCC, and skill bonuses.
Psionics: Standard.
Average Life Span: 120 years
OCCs: Urkzimmuthi can be any OCC from PFRPG, as well as any OCC from Spirit West. These are the OCCs that are available to them on their home world. On Rifts earth, those that wander can, and have, learned other OCCs. Wilderness Scout is a favourite, as well as most any Men at Arms OCC. Magical OCCs tend towards nature, shamanistic OCCs, Eco Magic, etc. Most any Psionic OCC is available. They tend to stay within similar restrictions to Renegade Native American (See World Book 15: Spirit West).
Skills of Note: Speak their Native at 98%, males are typically illiterate, but females can read and write at 98% as well.
Habitat: They are accustom to a variety of terrains and weather on their home world, but outside of the hidden community in Greenland there are not many to be found on Rifts earth (about 1500 across the globe, of which 500 live within the Native American tribes of North America). They are considered to be D-Bees on Rifts Earth.
Enemies: Psi Goblins.
Allies: While not strictly an ally, Phantom Wolves are often domesticated and used as warmounts by the Urkzimmuthi. On Rifts Earth they will also associate with humans (particularly Native Americans, Inuit, and other people close to nature), and other good or honourable peoples, humans and non-humans alike
Size: Five feet plus 6D6 inches tall.
Weight: 150 to 350.
Notes: Urkzimmuthi are often mistaken for the Palladium Fantasy Orcs, and people who do not know them tend not to react well to them. Those that have encountered this reaction are confused, and do not understand the fear or hostility directed towards them. If they ever figure out why this is, and what is going on, they will take an instant dislike to these other Orcs, and make it their mission to see they are taken down. In addition to this, while Psi Goblins were little more than pests on their shared home world, on Rifts earth they are far more powerful, and delight in nothing more than finding an Urkzimmuthi alone, and attacking them, often not to kill right away, but to capture them to be used later for hours, if not days, of ‘fun”.
Urkzimmuthi
The Urkzimmuthi are often mistaken for Orcs, when they encounter people who know what an Orc is, however, then are not Orcs (or Orks if one prefers), they are vastly different, they are Urkzimmuthi (Children of the Mother).
In fact the Urkzimmuthi are similar to the peaceful Native American tribes of ancient earth, with a matriarchal society. They fight only when absolutely needed. When they fight it is with ruthlessly aggression and single minded determination. Deceit is a concept they do not understand or wish to understand. The Urkzimmuthi do not consider themselves warriors however, they are farmers, carpenters, glass-smiths, blacksmiths, tailors, and all the other basic jobs. But all males will fight if called forth by the clan Muth (clan mother). Before invading races descended upon them, Urkzimmuthi didn't have war. The only combat or fights was when some stray predator crept into their farms and homes.
The Urkzimmuthi do not recognize themselves by race alone, other individuals, members of other races, whether they are lost visitors, or captured prisoners, may be accepted as a member of the tribe. They first have to learn the ways of the tribe, and then undergo a rebirth ceremony. The ceremony has a mystical nature to it, and if the individual undergoing the ceremony is not truly willing to become a member of the clan, it will fail, and then the individual has a choice, leave, or go through additional learning and try again.
As I mentioned before these are a matriarchal people. Each clan is led by a clan mother and the clans overall are ruled by a queen. When a man marries, he moves in with his wife’s clan, and becomes of their clan, and the children belong to the mother’s clan. A man’s belongings are passed down through his sister’s children.
On their world they were very much like the Native Americans of earth, with several differences, and it wasn’t until other races came to their lands that they learned of war. Unlike the Native Americans of earth though, they have had greater success defending themselves, and keeping their land. Not vastly better mind you, but better.
Their world is very much like the Palladium Fantasy world, with various races, and magic, and a variety of deities. One race of note is the Psi Goblins, as they come from the same world. On their home world the Psi Goblins are not much more than malevolent pests, although a few have proved themselves worthy of being accepted into a clan, they are rare, but not unique or unheard of. The Urkzimmuthi have also domesticated a number of creatures, some of the standards, horses, and various livestock, like various bovines, goats, chickens, etc. But others as well, like Phantom Wolves, used as mounts, either for hunting, but also in times of war (Phantom Wolves are native to their home world).
One of the reasons that the Urkzimmuthi are so similar to Native Americans is that they worship the same spirits and deities. Often they appeared is slightly different guises, and the legends may not be the same, but the spirits are. While they don’t have a similar separation between Pure Ones, Traditionalists, and Renegades as the Native Americans of Rifts Earth, they have similar societies, and abilities. (For game purposes the Urkzimmuthi are treated as Traditionalists, but have more lax restrictions, closer to Renegades that maintain their Totem Animal, see World Book 15: Spirit West for details. Urkzimmuthi can select a totem animal, as often start with a single minor fetish, regardless of OCC.)
On Rifts Earth there few Urkzimmuthi spread across the planet, less than 2,000. That does not include Greenland. In the center of the Greenland icecap, when approaching what looks like a mountainous portion of the glacier, one finds that there are caves and tunnels. If one ventures in, one may be able to find themselves into a hidden valley, a lost world of sorts, a savage land. The space it covers is about 50,000 square miles (this is a conservative estimate, and some EDI explorers put the estimate at about twice that). There are many clans of Urkzimmuthi, as well as other beings from their home world, and even other creatures, such as mammoths, dinosaurs, and others. The valley is mainly a tropical environment, but other climates can be found. EDI scientists (the only ones who have been able to give any study to the valley) have not been able to determine how long the valley has been here, or even where “here” is. Are the caves portals to another world? Was this valley transported here from another world? How is the environment maintained? Is the Valley constructed or naturally occurring? Neither the scientists, nor the magical/mystical experts in the EDI have been able to answer these questions. One question that arises is the inability of their various magical/special/dimensional/technological sensing abilities to detect the valley, or answer any of these questions. Perhaps it is linked to the mysterious properties of Greenland and its lack of ley lines, but no-one yet knows. But the caves work both ways, making the icecap a strange and dangerous place, with unusual animals and other beings roaming its expanse. There have even been incidents of Urkzimmuthi raiding and/or trading parties approaching other settlements in Greenland, and some Urkzimmuthi leaving to find adventure in the world. And there are stories of the opposite, some humans (and other being) venturing inwards, to find the source of these mysteries, and to find adventure.
Urkzimmuthi RCC
Alignments: Any, but lean toward good or honourable alignments (including unprincipled and aberrant).
Attributes: The number of six-sided dice rolled is as designated: IQ 3D6, ME 3D6, MA 3D6, PS 4D6+6, PP 3D6, PE 5D6, PB 2D6, Spd 4D4. Note: On Rifts Earth (or any realm that had tiered PS levels other than Supernatural) PS is considered to be the equivalent of Augmented/Bionic/Extraordinary Strength, see damage for details.
Hit Points: PE + 1D6 per level of experience.
SDC: 40, plus those gained from OCCs and physical skills.
Natural Armour Rating: 12
Horror Factor: None
PPE: 2D6 (In addition to any gained from OCCs)
Natural Abilities: Superior physical strength and stupid courage, but easily startled and bluffed, especially by magic and the supernatural. Nightvision 40 ft. (12.2 m; can see in total darkness) and good overall vision and hearing.
Combat: Two without any combat training, or those gained from hand to hand combat and/or boxing.
Damage: Bite with canine-like teeth inflicts 2D6 SDC damage in addition to their PS bonus. On Rifts earth they are capable of inflicting minor MD damage with their Augmented PS.
Bonuses: Only those gained from attributes, OCC, and skill bonuses.
Psionics: Standard.
Average Life Span: 120 years
OCCs: Urkzimmuthi can be any OCC from PFRPG, as well as any OCC from Spirit West. These are the OCCs that are available to them on their home world. On Rifts earth, those that wander can, and have, learned other OCCs. Wilderness Scout is a favourite, as well as most any Men at Arms OCC. Magical OCCs tend towards nature, shamanistic OCCs, Eco Magic, etc. Most any Psionic OCC is available. They tend to stay within similar restrictions to Renegade Native American (See World Book 15: Spirit West).
Skills of Note: Speak their Native at 98%, males are typically illiterate, but females can read and write at 98% as well.
Habitat: They are accustom to a variety of terrains and weather on their home world, but outside of the hidden community in Greenland there are not many to be found on Rifts earth (about 1500 across the globe, of which 500 live within the Native American tribes of North America). They are considered to be D-Bees on Rifts Earth.
Enemies: Psi Goblins.
Allies: While not strictly an ally, Phantom Wolves are often domesticated and used as warmounts by the Urkzimmuthi. On Rifts Earth they will also associate with humans (particularly Native Americans, Inuit, and other people close to nature), and other good or honourable peoples, humans and non-humans alike
Size: Five feet plus 6D6 inches tall.
Weight: 150 to 350.
Notes: Urkzimmuthi are often mistaken for the Palladium Fantasy Orcs, and people who do not know them tend not to react well to them. Those that have encountered this reaction are confused, and do not understand the fear or hostility directed towards them. If they ever figure out why this is, and what is going on, they will take an instant dislike to these other Orcs, and make it their mission to see they are taken down. In addition to this, while Psi Goblins were little more than pests on their shared home world, on Rifts earth they are far more powerful, and delight in nothing more than finding an Urkzimmuthi alone, and attacking them, often not to kill right away, but to capture them to be used later for hours, if not days, of ‘fun”.