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GAME SCHEDULE | PATRON GAMES

4/14/2023

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TAbletop rpg game schedule:

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Regular Games: (Minimum of 4 Players | Maximum of 8 Players)
  • Tuesday: 6:30 PM CST - 9:30 PM CST

Patron Games: (Minimum of 1 Player | Maximum of 6 Players)
  • ​Sunday: 6:00 PM CST - 8:30 PM CST.
  • Thursday: 6:00 PM CST- 8:30 PM CST.
  • Saturday: 8:00 PM CST - 10:30 PM CST.

Become a patron here: Ohr Games Patreon

Omensworn Design Work

Design work and logos done for Omensworn. Additional work has been done for maps, splash screens and battle screens for the tabletop game.
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OMENSWORN: PLAYER EXPECTATIONS

4/6/2023

 
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Content Warnings & Player Expectations

This tabletop RPG game is intended for players who are 18 years old or above and who are expected to act like adults throughout the game. The game will include adult content, but the players will not be forced to engage in any uncomfortable or explicit situations. The game will draw a clear line between portraying adult themes and simply acknowledging their existence in the game world. It is important for all players to approach the game with maturity and respect for each other's comfort levels.

​The world of Ayotha is a dark fantasy setting, heavily steeped in mythology based on Greek and Norse myths. It is a world that is not for the faint of heart, as it is filled with mature and often disturbing themes. The content of the game is intended for players who are 18 years old or above, and mature in nature. Players should expect to encounter very human problems, and some of these issues may be quite serious in nature. The world of Ayotha is a place where darkness and danger lurk around every corner, and where the line between good and evil is often blurred. It is a world where heroes are not always what they seem, and where even the most virtuous characters may be forced to make difficult and morally ambiguous decisions. In short, Ayotha is a setting that requires players to be mature, thoughtful, and willing to confront some of the darkest aspects of the human experience.
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OMENSWORN: MAGIC OF AYOTHA

4/3/2023

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NIGHT OF THE VACANT THRONE: magic of ayotha

The world is a fragmented, ruined shell of what it once was, and magic is what ensures it stays that way. In Ages past, before the Night of the Vacant Throne -- when mankind and the other races of Ayotha were given the chance to meet a sliver of what it was that they had foolishly called their Gods -- the world followed the rules set out for it at its creation. Arcanery, in a very generous sense of implying it existed at all, was only a theoretical, philosophical exercise, conducted in meeting halls and lounges by societies that simply enjoyed dressing their social circles in a different kind of trapping. It did not exist; not merely as the world sees it now, in this broken age of horrors, but at all, and when it did arrive, it did so on the wings of nightmares.

Magic is not some mystical recipe its practitioners follow on a day-to-day basis to casually manipulate the world around them; while it affects very real results in the world around it, these results are consequences of another reality being imposed upon ours and causing the one we live in to shatter, albeit in -- at least hopefully -- a controlled fashion. As far as scattered records can ascertain, the application of this knowledge came at the hands of the humans of Ayotha first, as most of their peers and the other races struggled not just to rebuild but to survive in the lloigor-wracked wasteland that was once a comparatively peaceful, fertile world. After the Night of the Vacant Throne, rumors of uncovered writings which allowed real magic, real power, to be channeled through a dedicated practitioner and out into the world. These writings were collected in an utterly forbidden grimoire that came to be known as the Black Book, a tome with many speculated origins. Some say the Book is a legitimately living, sentient other, alien and conscious entity with unknown and sinister purposes. Others say that it exists simultaneously in other times, other places, other worlds, and exists conterminously to spread its influence in the past, present, and future all.

​What is incontrovertible, however, is that the following of parsed and translated rituals found in this book or copies of it has wrought unmistakable horror upon the world and those in it. While the Night of the Vacant Throne was responsible for the destruction of cities, towns, and life, the magic found in the Black Book is responsible for the corruption of what remains and what has been built to try and effect repairs upon those shattered remnants. While there is real power to be found in the practice of these rituals, the overwhelming vast majority that even know of the existence of the Black Book are far from willing to pay the cost of not just their own sanity, but that of their friends, loved ones, and fellow men. Every so-called spell cast brings Ayotha closer to a tremulous reality merged with that of wherever the grimoire truly came from, and even amongst the universally loathed practitioners, all but the maddest can recognize that that would bode very, very poorly for our world and those living in it. Most do not know of the intricacies of magic, of course, but they know enough and have heard enough of rumors to wish to stamp it out where it exists. People have been strung up, burned, tied, and quartered, even tortured to death over days over mere mention of witchcraft, and this is the case through almost all true civilization. There exist, of course, esoteric societies, occasional outposts, even whole races of people who feel differently, but these people are outside of their own universally reviled as destroyers and corruptors of the highest order, and they are ruthlessly hunted and slain by those who catch wind of them. Only in the vast, far reaches of the untamed world is this viewpoint ever relaxed, and even then, it would still be a poor idea to reveal oneself -- fear is the most powerful motivator of violence.
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The Black Book

HOW MAGIC MANIFESTS IN THE WORLD

Magic is horrific and corrupt, even healing magic faces the same stigma and with good reason. The Slender Crown drew magic with him when broke through into the world with disastrous results. Once upon a time the use of the Black Book was required to use magic, but as the Slender Crown's influence spreads magic is becoming increasingly easier to use. This is by the Crown's design. These are EXAMPLES. Spells can manifest in different ways but it’s never subtle. Eldritch energy and power is the theme behind the powers. Ask players how their spells manifest (just remind them of the origin of the magic itself. They can probably come up with something cool - Please no stupid cat ear shit. This isn't your favorite anime.)

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  • Magic is NOT subtle. There is no "hidden" casting of spells in the setting.
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  • Grade Zero Spells: (Within reach) Plants, whether living or clipped, wither and die in the immediate presence of the magician. Water ceases to pour or fall, suspended in the air. Sounds become dampened and muffled. An aura of distortion appears around the caster, as if they were a mirage.
 
  • Grade One Spells: (Within a room)  Objects begin to twist, curve, and fold in the presence of the magician. The aura of distortion intensifies to darken the space around the caster, and yet their own image becomes sharpened and brightened. When the magic is cast, water will turn to salt and sand. Fabrics rend as if torn by unseen claws, pages are torn from books, and a chorus of deep, piercing voices echoes the words of the magician's invocation.
 
  • Grade Two Spells: (Within 150 feet) The distortion around the magician becomes like a violent quake in the air in which they are the only clear and constant vision. Bright orbs fade in and out of view above them in strange orbit. The distortion of physical objects around the caster begins to shape itself into makeshift altars, statues of figures in agony or ecstasy, and gateways, behind which can be glimpsed a maddening landscape of buildings with impossible architecture which is constantly in motion, growing and overlapping other structures contained within. Waters leak from these corrupted figures, and in the trails of those waters grows alien fauna.
 
  • Grade Three Spells: (Within 1 mile) The gates of corrupted reality are flung open by a flood of golden light, which turns all shadows to the deepest dark and irradiates all that it touches with reality-corroding magical energy. The waters of Carcosa wash over the land, and bring with them the bleached bones and skulls of the nameless dead. Even the sky above is filled with such light, until the clouds become solid black and heavy with polluted rains. Twin blood red suns slowly descend from the sky above and into the waters below. as he now stands between the vulnerable world before him and the new world behind him. Spires of impossible height and structures of impossible angle hang in the air like phantom projections, and with each step he takes, he advances its conquest.
 
  • Grade Four Spells: (The heavens and all the earth below) The Eyes of the Harrowing Omens fall upon you.
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The corruption of magic devours the hearts of men.

FACTIONS OF MAGIC: AYOTHA

These are only a few of the factions that exist in the world that relate to magic in some way.

THE GRey cabal

Most people on Ayotha, both city-dwellers and wilderness tribes, are thankfully ignorant of the alien races and cosmic evils that lurk in the world's hidden places. The secret society known as the Grey Cabal, however, is not. A band of scholars, priests, and warriors of faith constantly shore up the world's age-old defenses against forces from beyond the world of Ayotha, fighting a secret and never-ending war against unthinkable calamity. Few members of the Grey Cabal remain however, their chapter master and de facto leader Darius Solomon has lost himself to madness - calling upon many of their covenants to convene at their home fortress of Wellfallen. It was there that he and his maddening priests barred themselves and the majority of the Grey Cabal behind closed doors as they burnt the fortress down around themselves. Now very little but ash and rumor remain.

Witches and Warlocks of Eld

Arcane magic is not a simple matter of study and practice on Ayotha. Humans are born with no supernatural powers, of course, and there is no tradition of arcane scholarship among the human cultures of the continent. To master supernatural powers, a human warlock or mage must turn to non-human traditions, which involves seeking out a suitable tutor or deciphering the occult writings of some earlier race...such as the writings found in the Black Book. The Black Book is a forbidden grimoire filled with secrets not meant for man, passed down through the years from one adept to another. Some say the Book is alive and aware, an alien entity with a sinister purpose. Others say that the Book exists in many times and places at the same time. Whatever the truth, it does not bode well for the denizens of Ayotha. Those who practice magic, sacrifice much. Spells are carved into the flesh of those who wield them.

Clergy of the Infinite God

The priesthoods of Ainerth's finest cities represent a wealthy and powerful social class that jealously guards its prerogatives and secrets - especially the secrets of priestly magic. Those individuals who are initiated into the inner circles of a temple hierarchy gain access to powers that few others understand, but in return they are expected to use their status and their command of magic to advance the interests of the priesthood...and, if possible, the deity Enoch - The Infnite God.

"Foundation. The bedrock beneath existence. The fertile soil, impregnated by moonlight."

"Light dances atop the earth. Where it touches, cinder-soft turf is upturned and exposes this planet to the Sephirot. At midnight a precious conversation takes place between Malkuth and Yesod under the gaze of a hooded moon and we are the words. Our story continues to scrawl itself across the world, forever."

The Blackhand

Thieves' guilds are a fact of life in any major settlement, but the darkened streets of Gifhorn are home to guilds numbering hundreds of thieves. These huge organizations are stronger than all but the richest and most powerful noble houses of other cities, and Gifhorn guild masters think nothing of giving orders that will be obeyed by men and women a thousand miles away. To belong to a guild of Gifhorn is to belong to an army of vicious, conniving cutthroats, an army in which one can climb through the ranks by one's wits, daring, and record of success. While guild members constantly scheme for influence and position, they are quick to close ranks when some external foe insults the guild or damages its operations. After the arrival of the Slender Crown, Gifhorn was crushed under the weight of paranoid lords and maddened nobles. Even the thieves guilds suffered greatly and as a result many of them fell to ruin. Blackhand is one of the only guilds left standing. They fought to reclaim what little of Gifhorn they could, a losing battle if there ever was one. It's rumored they have one of the Harrowing Omens in their possession.
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OMENSWORN: ORIGIN OF GOBLINKIND

3/25/2023

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ORIGIN OF THE GOBLINOIDS: BY HISTORIAN DEMETRIOS

During the Divine Era, Atar created a family of races as a gift to Uthra in an attempt to win her heart. His pride and conceit would never allow him to offer his prized humans to her, so instead he sought to design a race of creatures that personified her traits perfectly instead. The goblinoids. The hobgoblins were the first to be created and were adept in mental prowess and strategy but were prideful. The second were the bugbears, wooly tricksters versatile on both the frontline and behind enemy lines but lazy. Finally, there were the goblins, energetic creatures able to reproduce in vast numbers but small in size. However, they all shared one major flaw - their penchant for mischief and unwavering ambition - which left them susceptible to the sway of other gods, namely Thonath, Karaga, and Drallkhan.
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Thonath's Temptation was the offer of arcane power and the freedom to do as they wished. This appealed to the goblins' desire for unfettered expression and drew some to Thonath's worship. Those who did were blessed with wild, untamed magic and channeled arcane might, often with disastrous consequences.

Karaga's Temptation was the offer of a simple life, living unhindered by any rules and taking whatever one wished. This appealed to the laziness of the bugbears, and they imagined ransacking anything they could find and bullying the weak. Those who turned to Karaga found their devotion rewarded by allowing them to subjugate other goblinoids who worshiped him.

Drallkhan's Temptation was endless war and conquest, catering to the hobgoblins' pride and appealing to their ambitious nature. They imagined conquering lands at their hands, subjugating them to their whims, and ruling by their own will. Those who turned to Drallkhan were taught to use weapons and war magic, which the hobgoblins used to bully their lesser goblinoids.

When Uthra saw the goblinoids, she was appalled. She detested their twisted features and saw them as nothing more than grotesque imitations of herself. Uthra was furious with Atar for creating these creatures, and she vowed to destroy them.
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Uthra went about slaying the goblinoids, using her immense strength and skill in battle to hunt them down. She nearly killed Atar as well, as he pleaded with her to spare his creations. Uthra's rage was sated for a time, and she left Atar alone with the remains of the goblinoids.
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Despite Uthra's disdain for goblinoids, some of them continued to worship her strength and many still do to this day. They see Uthra as a powerful warrior goddess, and they strive to emulate her in their own way. Uthra, however, remains unimpressed and dismayed that her greatest traits have been used to create such creatures.

​They formed legions of crusaders devout in their faith to defend their civilization, opposed to the anarchy created by the other gods. The religious heterogamy of the goblinoids soon turned them against one another, causing their race’s history to be plagued with wars and crusades against one another, leaving  bloodstained battlefields in their wake.
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Eldritch Spider Goblin Tribe
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Jungle Goblin Raiders
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Bloat Head Swamp Goblin Tribe

THE MONSTROUS GODS OF GOBLINKIND AND BEYOND:

Goblinoid Gods:
  • Karaga.
  • Thonath.
  • ​Drallkhan.
High Blood Gods:
  • Azarak.
  • Morgrath.
  • ​Utharion.
Eldritch Goblin Gods:
  • Yiggoth.
  • Cthonix.
  • ​Vyrkesh.
Ogre Gods:
  • Nyctarion.
  • Thulgrath.
  • ​Xarvaxath.

NORMAL & ELDRITCH GOBLINS

Normal goblinoids are monstrous creatures with squat, hunched bodies that are covered in tough, leathery hides. Their faces are dominated by sharp, pointed teeth that jut out from their wide, gaping mouths. Their eyes are small and beady, flickering with savage intelligence. These goblinoids stand no more than three to four feet in height, but their diminutive size belies their ferocity in battle. They are known for their cunning and quick reflexes, darting in and out of combat with deadly efficiency.
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In contrast, eldritch goblins are a far more terrifying sight to behold. These creatures have been horrendously mutated in different ways, often becoming twisted and malformed by dark, alien magic or their harsh environments. Some have extra limbs or eyes that bulge grotesquely from their misshapen heads. Others have tentacle-like appendages that writhe and lash out at their foes, or grotesque, mutated flesh that oozes pus and bile.

Eldritch goblins infused with alien magics are perhaps the most horrific of all. Their skin is twisted and contorted into strange, otherworldly shapes, as though it is no longer of this world. Their eyes glow with an eerie, sickly light, and they possess powers that are beyond mortal understanding.

THE HIGHER BLOOD: great goblins

PictureHigh Blood "Great Goblin"
Great Goblins are truly fearsome creatures to behold. They stand head and shoulders above the average goblin, with massive, hulking frames that are rippling with muscle. Their skin is tough and leathery, covered in patches of matted fur and rough scales. Huge tusks jut out from their massive jaws, dripping with saliva, and their eyes gleam with a fierce, wild intelligence.

Their arms are thick and powerful, ending in sharp claws that could tear through flesh and bone with ease. They move with a surprising agility for such massive creatures, able to bound and leap with a terrifying speed. Their voices are deep and rumbling, like the growl of an angry beast.

Great Goblins are often seen wielding massive weapons, such as enormous axes or hammers, that are as large as a normal man. With these weapons, they are capable of tearing through entire ranks of soldiers, cleaving through armor and flesh with ease.

But it is not just their size and strength that sets Great Goblins apart. They are called 'high bloods' for a reason - they are blessed by the gods of their race, given a special mark of favor that allows them to lead and conquer in the name of their kind. This mark is often seen as a glowing rune on their forehead or chest, a sign of their divine blessing.
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Though Great Goblins are extremely rare, their presence is often enough to strike fear into the hearts of their enemies. They are born only to non-eldritch goblins, but when they do arise, they are often seen as the chosen ones, destined to lead their people to glory and conquest. To face a Great Goblin in battle is to face a true monster, one that is capable of tearing normal men limb from limb.

bugbears: THE BRUTAL LOUTS

PictureBugbear Berserker
A bugbear is a terrifying creature that strikes fear into the hearts of many. Its leathery skin is tough and scaly, with a texture reminiscent of crocodile hide. This skin is covered in a dense coat of black and brown fur that is coarse to the touch and bristles when ruffled. The fur grows thicker around the neck, giving the bugbear an almost hunched appearance.
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The bugbear's bear-like face is the stuff of nightmares. It features a broad snout with a flattened nose, beady black eyes, and small rounded ears. Its sharp teeth gleam in the dim light, revealing a mouth filled with razor-sharp fangs that could easily tear flesh apart. The bugbear's jaws can open wide enough to swallow a human head whole.

As if their fearsome appearance wasn't enough, the bugbear's muscular build is awe-inspiring. Thick cords of muscle bulge under its skin, making it seem like the creature could tear apart a tree with its bare hands. Its arms are long and powerful, ending in hands with sharp claws that can easily shred metal or bone. The bugbear's legs are equally impressive, allowing it to move with incredible speed and agility despite its size.
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At nearly eight feet tall and weighing in at nearly five hundred pounds, the bugbear is a true behemoth. Its size alone is enough to intimidate even the bravest of adventurers. But it's not just the bugbear's size and strength that make it a force to be reckoned with - it's also its temperament.

Bugbears are known for their savage, berserker-like behavior during wartime. They charge into battle without fear, tearing through enemy lines with their claws and teeth. But outside of battle, they prefer to bully and subdue other goblins into serving them. They use their size and strength to intimidate and dominate their prey, often resorting to violence if their demands aren't met.

HOBGOBLINS: THE WARRIORS OF GOBLINKIND

PictureHobgoblin Commander
Hobgoblins are the physical manifestations of warfare. They stand tall and proud, their heads encased in helmets that cover their faces, except for their glowing red eyes that burn like hot coals in the darkness.
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They are heavily armored from head to toe, with thick plates of metal covering every inch of their bodies. Their armor is adorned with sharp spikes and serrated edges, making them look even more menacing. They wield heavy weapons, such as massive axes or maces, that they swing with incredible force and precision.

But it is not just their size and strength that makes hobgoblin warriors so formidable. They have a mind for strategy and tactics that their lesser kind do not possess. They are highly trained in the art of war, and they use their knowledge to devastating effect on the battlefield. They coordinate their attacks with deadly precision, using flanking maneuvers and ambush tactics to take their enemies by surprise.

In battle, hobgoblin warriors are ruthless and efficient. They show no mercy to their foes, and they fight to the death to protect their comrades and their cause. They are intelligent and cunning, using their wits to outsmart their enemies and gain the upper hand in combat.

Rarely do hobgoblin warriors have eldritch magic users among their ranks. They rely instead on their strength and tactical prowess to win battles. But when they do have access to magic, they use it to devastating effect, unleashing powerful spells that can decimate entire armies.

Overall, hobgoblin warriors are some of the most fearsome creatures on the battlefield. They are powerful, intelligent, and highly skilled in the art of war. Their heavy armor, deadly weapons, and ferocious tactics make them a force to be reckoned with, and few are brave enough to stand against them.

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OMENSWORN: DRAKON OF THE MISTLANDS

3/23/2023

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THE DRAKON OF THE MISTLANDS: rivala - pITCH hIDES

PictureRivala Drakon, a "Pitch Hide".
Drakon are mishapen and terrible, with scales as hard as iron and eyes that glow like molten lava. They are feared and rightfully so by humans, for they have a dark history of enslaving and eating them.

Among their own serpent kind they are just as cruel and arrogant, they dominate and enslave them as well. But as time passed and the world changed, the drakon found themselves struggling to survive. Their once-great cities fell into ruin, their power waned, and their people began to turn on them.
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Desperate and afraid, the drakon turned to dark magic in a bid to save themselves. They sought out powerful sorcerers and made pacts with ancient gods, offering sacrifices of flesh and blood in exchange for the power they needed to maintain the status quo.

At first, their sacrifices were small, as humans meant nothing to them, but as their need grew more desperate, the drakon turned to the only source of flesh they had in mass: themselves. They captured other drakon by the dozens, dragging them screaming and struggling to their sacrificial altars. They spewed acid and used their razor-sharp teeth and claws to rend flesh from bone, consuming their victims with an insatiable hunger. Their bid for power worked, but at a terrible cost...

For centuries afterwards, drakon continued to prey upon humans, their culture and society twisted into something dark and monstrous. They built great temples for their dark gods, offering up sacrifices of humans and other creatures in exchange for power and wealth. And all the while, the humans lived in fear of the terrible creatures that lurked in the mountains, waiting to drag them off to a fate worse than death.

In the end, the drakon's greed and thirst for power proved to be their undoing. During the Black Crusade, the drakon were lead by their warlord Balaur, in service to the Slender Crown. Balaur was slain and the drakon's armies were crushed by the northern alliance after the sudden disappearance of the eldritch god whom they went to war for. They never recovered, and those who survived, once again betrayed their own kind. Turning on them in the last moments of the war in the hopes of a more merciful position afterwards when they were tried in the courts of the surviving human kings.
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Now, the Drakonian Empire is but a distant memory, a dark tale told to scare children and warn of the dangers of power and greed. But some say that the drakon nobility still lives, hiding in the shadows and waiting for the day when they can rise again and reclaim their place in the world.

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The Battle of Fell Hill

THE BATTLE OF FELL HILL: FALL OF BALAUR

PictureBalaur, Warlord of the Scale.
The sun had just begun to rise over the Black Mountains as the armies of Balaur and Ashbrand prepared for battle. Balaur, a towering drakon warlord, led a massive army of drakon and dark creatures, while Ashbrand, a valiant Oronok king, commanded a force of human knights and warriors.

The battlefield was a wide plain, with no obstacles to hinder the movement of the armies. Balaur chose to divide his army into two wings, with himself leading one and his second-in-command leading the other. He hoped to use his superior mobility to outflank and overwhelm the human army.

Ashbrand, however, had anticipated this strategy and ordered his army to form a defensive line, with the knights in the center and the foot soldiers on the flanks. He knew that his men could not match the drakon in terms of speed and maneuverability, so he chose to rely on their discipline and numbers.

As the two armies clashed, Balaur's wing of the army charged forward, hoping to break through the human lines. But the knights held their ground, and their heavy armor and shields proved to be a formidable obstacle for the drakon. The foot soldiers on the flanks, armed with spears and pikes, drove back the dark creatures that tried to outflank them.

Meanwhile, Ashbrand led a charge with the other wing of his army, hoping to strike at Balaur's second-in-command while he was distracted. The drakon commander was caught off guard, and his wing was quickly routed.

With one wing of his army defeated, Balaur was forced to retreat, hoping to regroup and mount a counterattack. But Ashbrand saw his opportunity and ordered his knights to pursue the retreating drakon. In a fierce battle, the knights and the drakon clashed, their weapons ringing against each other.

Balaur, realizing that the battle was lost, chose to make a last stand. The warlord fought with the fury of a demon, cutting down several knights before finally falling to Ashbrand's sword.

With their leader dead, the drakon army lost heart and began to flee the battlefield. The human army had emerged victorious, but at a great cost. Many brave knights and soldiers had fallen in battle, and the kingdom was left to mourn their loss. Ashbrand himself, was dealt a mortal wound and was carried home on his shield.
 
The city of Ashweald in the Black Mountains of Stetmark is named in Ashbrand’s honor.

"letter to the king of skane: year 841 fire"

The village was peaceful and content, nestled in the shadow of a great cathedral that loomed over the humble homes and businesses below. I had been sent there to serve as the town's priest, to tend to the spiritual needs of the people and guide them in the ways of the gods.

But one night, the peace was shattered. The sky was alive with the sound of wings, beating against the air with a thunderous roar. And then they descended upon us. Dragon men, with scales as black as the abyss, eyes glowing with an unholy light that struck terror into the hearts of even the bravest of men.

I watched in horror as they descended upon the town, their claws and teeth tearing through flesh and bone like a hot knife through butter. The screams of the villagers echoed through the night as the dragon men attacked, their acid spewing and fiery breath leaving a trail of death and destruction in their wake.

I could do nothing but watch in despair as these terrible beasts descended upon the cathedral, their claws raking across the walls and their teeth biting deep into the stone. They were determined to have their fill of human flesh, and nothing would stand in their way.

And then, as suddenly as it had begun, it was over. The doom-spawned horrors had had their fill and had taken to the sky, leaving the village in ruins and the people shattered and broken. I knew then that I had failed in my duties as a priest. I had been sent to this town to protect the people, to guide them in the ways of the gods, and I had failed. I had been powerless to stop them, and now the people were suffering because of my shortcomings.

But amidst the despair, I felt a sense of purpose. I knew that I could not undo what had been done, but I could help the people to pick up the pieces and rebuild. I vowed to dedicate myself to their cause, to use my faith and my strength to help them heal and recover.

And so I set to work, tending to the wounded and offering comfort to the grieving. I spoke of the gods and their power, of their ability to heal and to protect. And slowly, the people began to find hope once again, to see that there was a future beyond the devastation that had been wrought upon them.

Years have passed since that fateful night, and the wounds of the village have long since healed. But I have not forgotten the lessons that I learned on that terrible evening. I know that evil exists in this world, and that it is up to us, as people of faith, to stand against it. For as long as we have the strength and the will to fight, we will never truly be defeated.


​It's why I now request a stipend of gold my lord, please, I beg that you aid the church in this time of dire need.
"a large sum of coin was donated, soon after it was discovered that drakon do not have wings. a scandal ensued and numerous priests were tried and executed."
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OMENSWORN: ORCS OF MYTH

3/22/2023

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ORC TRIBE: orcs of the numb "YOSKAD"

The Orcs of the Numb, a race of fearsome warriors, are not known for their intelligence but for their hot-blooded nature and raw physical power. They are a force to be reckoned with, and other races who have heard tales of their ferocity and rage immediately distrust, suspect, and fear them. The Numb, their ancestral home, is an unforgiving, rocky, frozen wasteland nestled in between the spiked walls west of Whitestone Canyon. It is a desolate and barren place, devoid of life and warmth.

Legend has it that the Orcs were born in the gut of a great deity referred to as ‘The Devourer’. The Devourer was jealous of the Maker's plan for the Orcs and consumed them whole when the Maker laid down with the stars for the night. When the Orcs opened their eyes, they were greeted with darkness and the stench of rotting flesh all around them. Rather than being digested like many of the other races, they clawed and fought their way through the deity's stomach, eventually spilling forth and bursting out into the world.
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Once thought beautiful, their smooth skin had become pocked and greenish-gray from the many years spent in bile. They turned on the Devourer, uniting together in a combined rage to take revenge on the god that had robbed them of their future. The Maker was overjoyed with the return of his lost children, but wept when he saw their weapons coated with the blood of his brother. Because of this, the Maker turned his gaze away from the Orcs and disappeared from the north. The warmth of the north left with him, and all of the flora and fauna withered away into nothingness, leaving The Numb in its barren state that we see today.

The Orcs have grown in size and number, becoming a terrifying force constantly at odds with the world around them. They do not follow any deity or patron-alive or dead, relying on their own brute strength to overcome the harsh environment of The Numb. They prefer to take care of their own and reap the benefits of others' misfortunes, not caring much for the affairs of the other races.

Recently, there has been some dissent amongst the clans, and many Orcs have begun to leave their ancestral home in search of more. To leave the clans, Orcs must participate in an event simply referred to as a ‘blood-battle’, watched over carefully by the Chieftain. The rebels must fight and kill a fellow clan member to gain their freedom. If they succeed in this task, one of their tusks is sawed down, and they are granted their freedom, only to be exiled from the clan and The Numb. Opponents do not fight to kill, only to disable and deflect. If the rebel loses, one of their tusks is still sawed down, but they may remain in the clan.
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This maiming of their natural defense serves as a constant reminder to the Orc and to those around them that their relationship has been forever changed within the clan. They are still a member of the clan but will face ridicule for the rest of their life. For this reason alone, most Orcs would rather fight to kill and retain their pride at the cost of their family. These Orcs will be forever known as ‘blood-traitors’ to their clan and the world.
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Yoskad Orc

THE HISTORY OF ORCS: AS WRITTEN BY SAINT OKALIS.

Picture"The orcs are savage beasts, borne from a battle between a god of war and a god of storms."
In the Age of the Divine, Baur sought to become the supreme deity by overthrowing Mordrannic, initiating a conflict that ravaged the land of Orth. This prolonged struggle endured for 30 days and nights, causing the earth to split apart and transform from a vibrant mountainous forest into a desolate wasteland. Although Baur was ultimately defeated by Mordrannic and brought down in a humiliating manner, their battle was not without repercussions.
The pools of blood spilled by both combatants seeped into the soil, contaminating the aquifers and water sources, and causing the creatures of the land to mutate into feral and oversized versions of themselves. The veil between worlds also became distorted because of their clash, unleashing dangerous storm elementals into the world as a reminder of Mordrannic's influence. Not only did their war scar the land, but it also left a lasting mark on the minds of those whose lives were disrupted and shattered for generations to come.
 
Humans had already gained sentience and established homes and villages, but they were easily victimized by Baur's bid for power, which resulted in their displacement. Forced to flee to the ancestral caves in the mountains, they relied on stored food reserves to survive the harsh winter. In the caves, they lived in darkness for generations, venturing out only at night to scavenge for supplies. The lingering magic of the flora and fauna in the caves slowly altered them, transforming them into larger and stronger beings with unnatural skin hues and warped mindsets.
Centuries passed until their cavernous domains reached capacity, and they were forced to venture out into the world again. However, what emerged from the caves was no longer human. They had become orcs, worshiping the destructive power of what they believed were twin gods. They had successfully reconquered their homeland, and fights broke out among them to determine who would rule. With Baur's religious influence, the question of leadership was inevitable.
 
After months of rioting, the Orcish tribes established the first chiefdoms with their rivalries, resulting in the initial diaspora across Orth and its natural borders. The rest of the age was marked by constant warfare for resources and territory until Orth could no longer contain the chaos, leading to the emergence of new tribes outside its natural boundaries. When news of this spread throughout the land, the tribes began to fragment even further, leading to a mass exodus that brought them into contact with other humanoids.
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During the beginning of the age of muses, many tribes would stampede across the land, ransacking anything in their path, leading to the saying “If you hear thundering and there isn’t a cloud in sight, run.” Additionally, many Orcish tribes made settling far away from Orth their imperative, leading to the saying “Farther from Old land, the better the land.” It is unknown if any of their attempts at sailing were successful. Since the First Era, many tribes have risen and fallen due to internal and external influences, such is the tempestuous nature of their civilization.

Many kingdoms and nations have crusaded against Orcs, reclaiming the lands surrounding Orth and keeping them from spreading further. This has kept their population in check, isolating them from remote Orcish tribes that have settled far beyond the world of what is known to the tribes of Orth, and eliminating the more problematic tribes. Orcs over the ages have gained the reputation of being a destructive force of nature due to their combined worship of Mordrannic and Baur, until the Third era when their devotion became questionable, fragmenting their race further religiously as many turned to the likes of Gru’thul, Noulbor, Uthra, and even the traitor gods themselves. Combined with their constant competition to prove their strength and their desire to be recognized as the strongest race in Ohr, they have become a deadly race to be against. Besides their quarrelsome nature, a blessing from the gods themselves, is that orcs tend to have relatively short life spans. Usually living no longer than 50 to 60 years. Few surviving past 30 due to their violent cultural customs and homelands.

Fortunately for those who oppose them, Orcs have a number of weaknesses. Firstly, their deep-seated fear and paranoia of magic, particularly storm magic, which has been passed down through generations of storytellers recounting the destructive power of Mordrannic. While Orcs value physical strength, the ability to wield magic is viewed as anathema, even among their own kind. Although this belief has been somewhat watered down to superstition, Orcs still attribute much of the world's misery, including their own, to the use of magic.

Secondly, Orcs are vulnerable to disease, despite their hardiness. Without access to proper medical care, they are susceptible to illnesses from other races, particularly those of humans. In the past, entire tribes have been decimated by outbreaks of influenza, which has proven more deadly than battles. Although this threat has been mitigated to some extent due to improved medical practices and the practice of raiding, it still remains a weakness.
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Thirdly, Orcs are opportunistic, preferring to take what they need from others rather than creating their own tools and weapons. This presents opportunities for those who wish to hinder them. In addition, many lowborn Orcs choose to strike out on their own rather than remain loyal to their tribe, resorting to banditry, mercenary work, or even conquering their own tribe under the banner of another tribe or nation. Some tribes have even


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