Orkûn

Since settling into larger farming communities the originally nomadic Orkûn of the plains of the Southlands and the Inner Sea Basin have become some of the more numerous of the myr, and they and the Goblyns are common sights in these sprawling regions. Not given to congregating in large settlements, Orkûn either wander the plains with their herds, riding on the backs of enormous crabs, or else settle in communities of a few thousand in the middle of their farms.

Names

Orkûn (Self), Pig-Children (Haedrasia), Boar-Cats (Inner Sea Basin and Madaakore), Oarkune (goblyns)

Stereotypes

Drunkards, Wanderers, Uncomplicated, Simple, Capricious, Pranksters.

Potency

Visage

The Orkûn like most myr, take after those creatures around which they settled. Part man, part boar, they stand the height and breadth of a man, and are covered on their heads, shoulder and legs with coarse hair, usually in a chocolate or golden brown, sometimes with paler spots up the spine. They have no tail, and aside from the thick fur their builds are very much like a landsman, with manlike hands and feet allowing them to move and manipulate objects as a man would. A great love of food and wine often gives Orkûn great round bellies, but seldom do they carry weight elsewhere on their bodies, no matter ho large. The upper body shows the boar heritage, with broad shoulders covered with a thick, coarse mane that sits flat against the body, but raises when they are angry, giving them even greater bulk. The head is entirely that of a wild boar, with a piggish snout, small dark eyes, piggish ears and even long jagged tusks in males. Females lack mane and tusks, and of course their figures are feminine. Orkûn are famous lovers of wine and indulgence, and are seldom encountered completely sober, or without a shoulder-slung wineskin.

Aetherial

Thanks to their love of wine and drink of all kinds Orkûn become drunk with far more difficulty than other races, however this doesn't stop them. They also share the ability to hear noises too low for the ears of men with their feline cousins. While they are often taunted for being ugly by those around them, many find their gentle faces endearing in a simple sort of way, and Orkûn frequently find themselves accepted where Goblyns and Hobgoblyns are not. Finally, Orkûn have lived long years on the fringes of the Nightmare Lands, and have developed a sense for the closeness of the shadow world so that they can stay clear of its dangers.

Craft


Cunning

Orkûn are relatively simple creatures, seldom over-ambitious. They like to take things slowly and live lives of simplicity, but like their love of drink and food, some also like to indulge in excitement for short periods of their lives, and as adolescents and young adults some Orkûn stray from their families to seek adventure. Tending to be decent, honest sorts, they are well liked and generally left to their own devices by their neighbours, especially given that they seldom have much that anyone else would want, however they are also fine hunters, experts with their crab chitin bows, and in the case of the nomads certainly not adverse to using their immense mounts as a weapon should the need arise. Orkûn don't like being pushed around, and will push back if necessary.

Social

The Orkûn live in small family groups. Naturally nomadic, usually these will be based around a number of strider crabs and small herds of the strider crab young moving from place to place around the inner kingdoms. Farming communities are larger, often several hundred strong, and sometimes intermingled with other communities, especially Kenu and landsmen, have forsaken the breeding of striders in favour of more conventional, more sedentary animals like cattle, bison or musken. Generally communities look to the elder males for leadership, but large communities may be led by a council of elders of either sex, or by a young male chosen by a council of elders. Women in Orkûn communities enjoy very similar rights to men, and usually large communities are led by a council of men who decide the herds and trading of the troupe, and women who manage lives of the people, and keep the law. Both circles have equal authority, though the women get the better of situations more than the men.

Civilization

Orkûn live in small nomadic communities, though they are highly mobile between these communities, often leaving with new members whenever they meet to trade. Most Orkûn live in small tents physically pinned to the backs of adult strider-crabs, where they ride most of the day, using long hooked poles and the bulk of their mounts to herd the younger crabs. A crab will usually host a small family, who all sleep together in the tent, and keep their belongings in baskets along the creature's flanks. However the massive strider crabs need a big range, and so more and more the Orkûn are building tent-villages, or even living in the hollowed out shells of the creatures, and farming smaller creatures, or even becoming fishermen, where they gather freshwater lobsters and shellfish along the coast of the Inner Sea. Many Orkûn settlements have begun to mimic those of the local Hobgoblyns, with their round clay-brick buildings, but most are still towns of yurts whose main industry remains seafood and basket weaving, the two great Orkûn talents.

Language


Places

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Names

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Statistics


Talents
Fast +3 | Hale +2 | Perceptive +2 | Forceful -2 | Knowledgeable -2 | Wilful -1
Unique Abilities
Razor Tusks | Shadow Sensors | Wine-sots
Ageing
Infant 0-3 years -5 to all Talents except Lucky
Child 4-14 years -3 to all Talents except Lucky
Adolescent 15-19 years -1 to Tough, Clever and Knowledgeable
Adult 20-49 years none
Middle-aged 50-69 years -1 to Fast, Hale and Strong
Old 70-79 years -2 to all Physical Talents, -1 to Knowledgeable
Venerable 80+ years -3 to all Physical Talents, -2 to all Mental Talents
Basics Variables
Morphology Bipedal Height 5'5" + Size' + 1d3' - 1d3'
Diet Omnivorous Weight 170lbs + (Sizelbs x5) + (Brawnlbs x3) + 1d10lbs - 1d10lbs
Cycle Diurnal Gender standard with tusked males
Prime Sense Vision

Razor Tusks

Male Orkûn have the great curving tusks that they can use as a weapon if they so choose. Ungainly to use unless the Orkûn is making some kind of running gore, they inflict Wounding Damage and have a Damage Tier of 4.

Shadow Sensors

Orkûn have a closeness to the shadow world. They can sense its closeness, and its energies, as a man might sense the heat. And they know to avoid such places. They have no special protection against the influence of the shadow world however.

Wine-sots

Orkûn are legendary for their ability to hold their drink. Orkûn should ignore the first die of Disadvantage usually associated with being drunk, and should find it easier to generate Advantages associated with particularly heavy drunkenness.