Unearthed Arcana, that divisive tome which ushered in the ‘1.5e’ era for AD&D, detailed the most powerful gods of the orc pantheon, apart from Gruumsh (who had been detailed earlier in deities and Demigods). It mentions orc tribes often being divided among cult lines, with the holy symbol also being the tribal standard, etc. This doesn’t sit well with me for most of the standard orc tribes in a gameworld, as it sort of defeats the point of pantheistic worship in the first place. If there are lots of gods, each with specific portfolios that make up the rich tapestry of angry humanoid life, it’d be weird for every single tribe to be dedicated to one. But it does make a nice way to differentiate orc groups and highlight various traits and tactics. I also like the idea of orcs being deeply religious and competing for status via various warrior cults within their tribe. In my current AD&D campaign, most orc encounters will be with normal tribes, but around certain tribes will be dominated by a warrior-cult of a particular deity and will have their own particular special skills and tactics.
Here are my rules for the special orc tribes for a vanilla style AD&D world. The mechanics refer back to the Monster Manual entry. Just roll up a bunch of orcs as normal, mod from there.
The chosen of Gruumsh, the high one consider themselves the mightiest, wisest, most ruthless of orcs. At inter-tribal gatherings, their warlord and chief shaman have the highest seats and the final word. But Gruumsh does not sleep, and he is always watching. Watching for weakness, watching for worthiness. Likewise do the Evil Eye warriors regard each other most intently to impress their leaders and rivals.
Philosophy: You’re the best of the best, but it means nothing if you don’t show it. Evil Eye orcs are respected and feared everywhere, and you need the swagger and the head count to make sure it stays that way, or Gruumsh will turn his eye toward another bunch of ambitious warriors. Those that excel will take the greatest share of the spoils, the most comely concubines, and be blessed with many strong sons, and be an example to those tribes less favoured by He-Who-Never-Sleeps. Fight well, and lead the lesser ones to victory, for you are first in the eye of the great god, and the first to suffer his judgement.
Aesthetics: Evil Eye warriors like to show off their prestige with high quality armour and weapons, and maintain them well. Intimidation factor is also a priority, signalling to your enemies and rivals alike that you are not to be fucked with. Every Evil Eye worth the name wears several personal trophies over his battle gear and keeps count of their kills. Notched blades, necklaces of fingers, ears, or teeth, a bag of eyes worn around the neck, bone jewellery. Their sign is that of a great red unblinking eye. Every shaman has one eye plucked out to show their dedication to Gruumsh. Under supervisions of shamans, extensive ritual scarification and piercing is practised, serving a record of the warrior’s deeds, protective talismans, and a display of fearsomeness.
Elites: Double number of non-standard orcs encountered (i.e., leaders and assistants, the chiefs, sub-chiefs, bodyguards). These are all Evil Eye elites and subject to the Eye of God rule.
Hail to da Chief: A tribe with this many wannabe-bosses has to have a big boss indeed to keep them all in line. If encountered outside the lair there will be an additional hero figure, a leader of the expedition with 4HD, AC3 (plate mail, AC2 if with shield), +2 ‘to hit’ and weapon damage. If in lair there will be an additional warlord figure with 5-8HD, AC3 (plate mail, AC2 if with shield), +2 ‘to hit’ and weapon damage. These are subject to the Eye of God rule.
Eye of God: Aware that they must be exemplars of orcish might or feel the wrath of their god, Evil Eye elites and leaders fight with a fierce fanaticism to distinguish themselves from their rivals. To show weakness is to forfeit one’s privilege and be damned. On a natural 20 ‘to hit’, they gain an immediate additional attack. If they take damage to below 0hp, they have a 50% chance of gritting through it and coming back up to fight again on 1hp the following combat round. This does not apply to non hp damage e.g. death spells, poison.
Spellcasters: The oldest, wisest, and most powerful shamans guide the Evil Eye. They may reach the 7th level of spellcasting ability.
Taking their name and totem from the great beast broken by the bare hands of Bahgtru, Broken Bone warrior cults worship physical strength and the pinnacle of personal achievement. Intense physical training through gladitorial competition with rivals or captured beasts defines progress through the circles of this warrior cult.
Philosophy: The Broken Bone are not a society of thinkers. Might makes right. Fight and train hard enough and you’ll find that there’s no such things as a problem that can’t be crushed, smashed, or throttled.
Aesthetics: Primitive and barbaric-looking even by orc standards, Broken Bone warriors are muscular hulks. Bone trophies and jewellery are common, as are tattoos. The supremely confident beserkers among them scorn armour, relying on strength and divine favour alone to turn aside blows. Two-handed, heavy weapons are preferred.
Beserkers: All non-standard orcs have +2hp, +1 to hit and damage. Chiefs and subchiefs have +4hp, +2 to hit and damage, but suffer a 2 point penalty to AC from lack of armour.
Spellcasters: Shaman and witch doctors fight as subchiefs with the same modifications in addition to their spellcasting ability.
Additional Figures: D6 ogrillons per 50 orcs.
Shargaas favours the Death Moon tribe, and his cult preachers stealth and cunning. The Death Moon warriors only attack at night and are practised in sneaking and moving silently. Those who aspire to the inner circles of the cult must master the art of subterfuge and assassination. As a tribe, the Death Moon favour guerilla tactics and ambushes. Death Moon assassins are sometimes hired by other tribes to remove an unpopular chief or as scouts or guerilla troops.
Philosophy: Darkness is strength, and there is no greater art than the art of unseen, silent death. Avoid the light which is the joy of our enemies. Honour and glory are dangerous lies, results are what matter.
Aesthetics: Death Moon warriors favour dark, drab clothing and dark grey warpaint. They sport padded footwear and prefer smaller and lighter weapons that then typical orc band. Their banner displays the crescent moon and skull.
Ambush: All orcs in this tribe surprise on a 1-3, as bugbears.
Assassins: All non-standard orcs have the abilities of assassins equal to their HD. These orcs wear reinforced leather armour at best, and do not improve from the normal orc AC6.
Dwellers in darkness: All orcs in this tribe suffer a -2 ‘to hit’ in bright light or daylight.
Taking for their symbol the dread sword of Ilneval, the Dripping Blade are elite warriors similar to the Evil Eye. They are more organised and aggressive, however. In an orcish-dominated region, the Dripping Blade will often be at the frontiers, forgoing typical inter-tribal warfare in favour taking the fight to the enemies of the orcs. When the Dripping Blade does move against a rival tribe, it does so ruthlessly with the aim of exterminating its enemies.
Philosophy: Strength. Cunning. Discipline. These are the hallmarks of the ideal orc warrior. Dripping Blade elites are trained to fight as units and use intelligent tactics.
Aesthetics: Dripping Blade warriors sport well-maintained arms and armour. Their elites wear red colours on their armour and warpaint and their banner depicts a bloody sword.
Elites: Double the number of nonstandard orcs in the group. These are Dripping Blade elites.
Discipline: Dripping Blade elites are well-trained to work together in combat tactics and manoeuvres. They gain +1 ‘to hit’ any opponent which is already engaged in melee with a member of their tribe. All orcs in the group, whether elites or not, gain a +1 bonus on initiative rolls.
Spellcasters: Ilneval’s favoured shamans are warrior-priests and the military as well as spiritual leaders of the Dripping Blade. They wear red chainmail armour and have extra HD and accompanying fighting power equal to their cleric level (up to 5th). A high-ranking warrior priest typically leads the tribe.
The Leprous Hand tribe are feared and reviled by rival tribes and enemies of the orc alike, for the revel in the glorification of Yurtrus, god of death and disease. Though armed as other tribes, they supplement their weapons with traps of poison gas and smear their blades with disease-ridden concoctions. The flayed bodies of their victims hang from their grim victory totems.
Philosophy: By progressing through the circles of the warrior cult, you place your life in the white hands of Yurtrus and shed your fear of death and suffering itself. The weakness of your body will be purged in order to make it a vessel for spreading terror and misery to the unenlightened.
Aesthetics: The elites of the Leprous Hand practice mortification of the flesh, subject themselves to normally deadly disease, and revel in the disgust their appearance invokes in others. It is not uncommon for them to wear masks and cloaks made from the flesh of their enemies. Their banner is a white hand on black background.
Feel no pain: All non-standard orcs have +2 hp and a +1 bonus on all saving throws for every HD. They are immune to disease and fear.
Tainted weapons: If any orc in the tribe rolls a natural 20 to hit, the victim of the attack must save vs. poison or contract a random disease.
Spellcasters: Shamans wear white gloves made from human skin and wield maces. In addition they may cast animate dead and turn undead as evil clerics of equivalent level.
Extra figures: A pack of 2-8 ghouls will follow a Leprous Hand expedition. Double that number if encountered in their lair. The Leprous Hand lair will also contain 1-3 Otyughs (20% chance one will be a Neo-Otyugh) from which the shamans extract the necrotic poison for their weapons.
The Vile Rune follow Luthic, goddess of orcish females and their fertility, as well as earth, protection and healing. The Vile Rune dwell undergrounds are among the least aggressive of orcish groups, yet defend their subterranean lairs with a beserk fury. Females hold a higher status in this clan, and rise through the ranks of the cult as shamans. The Vile Rune sees this as part of its special status and does not push its form of female empowerment on other orc tribes. Just as Luthic is loyal to Gruumsh and Baghtru to Luthic, in inter-tribal matters, the Vile Rune defers to the authority of the Evil Eye tribe and may command the Broken Bone tribe into its service.
Philosophy: Respect the the life-giving power of females and the earth. The women are closer to Luthic and closer to her wise counsel. Through them, with Luthic’s favour, will come the strength that the orcish race needs to dominate its enemies. It is no shame for your mate to fight by your side. Nurture and protect the young, and the tribe will thrive and grow strong. Show no mercy to any who defile our sacred places.
Aesthetics: Vile Rune orcs prefer lighter armour and less violent imagery than their more warlike kin. They often decorate themselves with earth-based warpaint. Their sign is a Y-shaped rune, representing a cave entrance.
Furious defence: When in their lair, all the orcs in the tribe fight at +2 to hit, but take a AC penalty of 2 points.
Amazons: Females present in lair will equal 100% of males and have full fighting ability.
Spellcasters: The female shamans and witch doctors are armed with gauntlets tipped with steel claws, in imitation of their goddess (2 attacks/round, d4 damage).
Additional figures: 2d4 cave bears will be present in the lair.