The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A grey orc looks less bestial than their more savage northern kin, but is still obviously non-human. They are somewhat hairy, with long manes of bristly hair on their heads, shoulders and backs. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange or red eyes, lupine ears, and black or grey hair. Grey orcs are more apt to wear “civilized” clothing than mountain orcs, and prefer varying shades of brown, black, blue and other dark colours. Skin tones are usually grey with mottled patches of lighter or darker grey on the chest and flanks.
History: The lands of the East were relatively free of the orc scourge for much of Faerûn’s history. Unfortunately, this all changed in -1081 DR, when the Theurgist Adept Thayd, last surviving apprentice of the ancient Imaskari wizards, opened a fateful portal to a savage world dominated by empires of fanatically religious orcs. Thayd was executed not long after for inciting the wizards of Mulhorand and Unther into rebellion, leaving no one on Faerûn who knew of the existence of the portal. For five years, the portal remained dormant until it was discovered by the orcs, who poured through and laid siege to the nations of Mulhorand and Unther. This attack lasted for six years and became known to historians as the Orcgate Wars.
The Orcgate Wars began in -1076 DR and quickly escalated into a war of devastating proportions. Orc warriors slew thousands upon thousands, but the most terrible aspect of this army was its magical might. These orcs were much more fanatical than those of the North, and their clerics had developed amazingly powerful and deadly spells. The most potent of these magics was the ability for the orc clerics to call upon direct avatars of their deities, an ability they used often to overwhelm their enemies. The gods of Mulhorand and Unther also possessed avatars that dwelt on Faerûn, but they had expended much of their power in freeing their faithful from years of oppression under the Imaskari Empire, and were ill-prepared to defend their flock from the orc hordes. Nevertheless, the deities of these two nations opposed the orcs, who responded by calling upon avatars of their own gods. The resulting battle was the Battle of the Gods, a titanic clash of power that scarred the land. The Mulhorandi deity Re was slain by the leader of the orc pantheon, Gruumsh. Many more followed, as several powers of the Untheric pantheon were slain by the avatars of the orc gods. The orc armies and their deities were terribly weakened, despite their victory over their enemies, and two years later the shattered remnants of the Mulhorandi and Untheric pantheons rallied to defeat the orcs and their deities in -1069 DR.
So complete was the destruction of the orc horde that the grey orcs in the region have never been able to fully recover. Over the next several hundred years, the grey orcs fragmented time and time again into countless small tribes scattered throughout Thay, the Moonsea and neighbouring regions. Bitter infighting among their own kind has kept the grey orcs from returning to the power they once wielded during the Orcgate Wars.
Outlook: Grey orcs are just as mean, savage and barbaric as their northern cousins, but they lack the mountain orcs’ drive to conquer and enslave. A grey orc is quite likely to react suddenly and irrationally to events, trusting to his heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a grey orc doesn’t hesitate to attack even if he has been brutally defeated dozens of times before by the same enemy.
Characters: A grey orc’s strength leads to the fighter and barbarian classes, and their perception and cunning also make them effective rangers.
Favoured Class: Cleric. Although grey orcs are comfortable with the savage life of the barbarian, they tend to be more calm and collected than northern orcs, focusing their rage and hatred inward. This allows them to excel as clerics of the war-like orc deities.
Prestige Classes: Grey orcs don’t have an immediate interest in most prestige classes, and prefer to remain with the one class they chose from the start. Many orc clerics become divine champions or divine disciples if they can meet the requirements, but few live long enough to do so.
Society: Grey orcs are nomads. They dwell in remote, desolate corners of northeast Faerûn and eke out a meager existence as they can, travelling along traditional migratory routes between established campsites and favourite caves as the seasons change. When resources in an area run low, a tribe moves on to greener fields.
A typical grey orc tribe consists of 30 to 50 members, led by the strongest orc in the tribe. This orc is known as a chieftain, and he is responsible for deciding when the tribe attacks its neighbours. The position tends to be a temporary one at best, for orc chieftains are constantly being killed (either in battle or through treachery) and replaced by new chieftains. The true power behind a tribe of grey orcs, though, is the tribe’s high priest, who is typically an adept or cleric (often female) who has held the position for many years. The grey orcs are zealots, and the word of their tribal clerics is law. Clerics from other tribes are usually viewed as heretics, despite the fact that both tribes likely worship the same deity in the same manner.
Language: The grey orcs speak a complex variant of the Orc tongue. Anyone who can speak Orc can understand this language, but many words, inflections and pronunciations vary wildly between tribes and usually a period of a few days is required to sort out and get used to the idiosyncrasies of a new tribe. Grey orcs are not fond of learning new languages, but a tribe’s clerics typically know Common (to interrogate captives) and Giant and Goblin (to interact with possible allies).
Grey orcs are not literate unless they have a level in a player character class other than barbarian.
Magic: Arcane spellcasters, while not unknown among grey orcs, are quite rare. In a society dominated by brutality and strength, there isn’t much room for more academic study. Those orcs who do become arcane spellcasters are invariably loners or outcasts.
Divine spellcasters are much more common among the grey orcs. When they first invaded Faerûn during the Orcgate Wars, they possessed many unique and powerful spells, the most powerful of which was one that could conjure an avatar of the caster’s deity. Since their defeat, knowledge of much of this magic has been lost, and now orc adepts and clerics focus on more common magics. Grey orcs do not often become druids.
Magic Items: Adepts and clerics often craft scrolls and potions to aid themselves or to bolster the strength of their tribe, but for the most part the majority of magical items found in a tribe of grey orcs consist of items stolen from the bodies of their enemies.
Religion: Grey orcs worship all the various orc deities equally. They acknowledge Gruumsh as the leader of the orc gods, but a typical grey orc doesn’t feel bound to worship him above any other deity, and usually selects a deity that most closely aligns with that orc’s particular interests and temperament. Most of the orcs of a particular tribe worship the same deity.
Relations: The grey orcs don’t get along well with anyone apart from their immediate tribe. Other orc tribes are viewed with suspicion and jealousy. Since it’s assumed that another tribe has it better off than the one you belong to, orc tribes often attack each other to steal resources. They have no particular hatred for other races; grey orcs pretty much hate everyone equally. Notable exceptions are goblins and kobolds (whom the orcs often accept into their tribes as minions or slaves) and ogres (whom the orcs admire for their savage strength).
Equipment: Grey orcs are marginally cleaner than mountain orcs, and their equipment is kept in better shape as a result. Axes in particular are viewed as holy, and an orc takes fastidious care of his axe, sharpening it and repairing dents and tiny fractures constantly. They often keep track of their greatest kills by notching an axe’s handle or inscribing names on the head of the axe. Tokens such as feathers, beads, gems and body parts harvested from defeated enemies (fingers and ears are a favourite) often adorn an orc’s axe. Grey orcs favour light armour that allows them to use their speed to best advantage.
Animals and Pets: Grey orc tribes often keep a small family of animals or beasts as guardians, but care of such creatures are held to be the responsibility of the tribe as a whole. These guardians are not typically very dangerous, since many tribes have learned the hard way that keeping something as powerful as a bulette is a good way to get the tribe eaten. Common tribe guardians include dire weasels, dire wolverines, dire boars, owlbears and various kinds of vermin.
Regions: The Hordelands, Thesk
Source: Races of Faerûn (Page 65), Player’s Guide to Faerûn (Page 27)
Your character can be either male or female.
Every player character starts as an adult. You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Starting Ages.
Alternatively, refer to Table: Starting Ages and roll dice to determine how old your character is.
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 14 years | +1d4 (15—18) years | +1d6 (15—20) years | +2d6 (16—26) years |
1 This category includes barbarians, rogues and sorcerers.
2 This category includes bards, fighters, paladins and rangers.
3 This category includes clerics, druids, monks and wizards.
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
| Middle Age1 | Old Age2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 30 years | 45 years | 60 years | +2d10 years |
1 -1 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
2 -2 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
3 -3 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
When a character reaches venerable age, the DM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year, as determined by the DM.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections or violence before getting to venerable age.
Choose your character’s height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Height and Weight. Think about what your character’s abilities might say about his or her height and weight. A weak but agile character may be thin. A strong and tough character may be tall or just heavy.
Alternatively, roll randomly for your character’s height and weight on Table: Height and Weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 10" | +2d12 (5’ 0"—6’ 10") | 150 lbs. | ×2d6 (154—438 lbs.) |
| Female | 4’ 5" | +2d12 (4’ 7"—6’ 5") | 110 lbs. | ×2d6 (114—398 lbs.) |
Source: Player’s Handbook (Page 109)