ryn kar orc monster card

Ryn-Kar Orc Monster Card art by Devin Maupin

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Ryn-Kar Culture, Psychology, & Lore

by Alec Wilson

 

“You are safe in your deep stone house.  Ryn-Kar hold the southern roads.  Dwarves hold the Great Stair.  But what of the roads that run beneath?

– Yebrak Harmhide, Master of Ryn-Kar, to Björn Brandborn, King of Harkenhold Dwarfhome

Culture and Psychology

The Ryn-Kar fighting Orcs are a clan of free Orcs who have successfully self-governed for over three generations.  The main clan broke away from servitude under the Hill Giants of Redback Fork in the year 809 and have lived free of non-Orc masters since that time.  Their main enclave is located on the southern slope of Harkenhold Mountain and is comprised of longhouses built from timbers and stone, sturdy shacks cobbled together from both fresh and salvage lumber, an abandoned silver mine, and newly dug caves.

The Harkenhold Ryn-Kar hire themselves as mercenaries and guards as their primary industry.  They also quarry stone, mill rough lumber, and make serviceable armor from boar hide.  They charge tolls for passage through their territory and keep their trails and roads clear of marauders and debris.

As mercenaries, the Ryn-Kar are known to honor their contracts.  They show up on the battlefield or at siege points at designated times, their armor and weapons are in good repair, and they are ruthless killers.  They charge high market prices for their services and do not work on credit.  They have been known to accept large shipments of food as payment, however, as they do not grow many of their own crops.  The Harkenhold clan number over 3000 fighting Orcs and thus have the numbers to repel most attackers.  They are not known to frequently raid other humanoid settlements, and have achieved a tenuous peace with the Harkenhold Dwarves, who inhabit the north side of the mountain.

Ryn-Kar Orcs are built for battle.  They are taller and more muscular than other Orcs, and they train extensively with swords, axes, bows, spears, and siege equipment.  Companies of Ryn-Kar are unlikely to flee the battlefield unless they are being massacred.  They have excellent battle sense and are known to use high-end tactics and combat formations when fighting.  Each platoon of eight Ryn-Kar is led by a war-hardened warchief who maintains control over their squad even when conditions are harsh.

Ryn-Kar engage in trade with nearby humanoid settlements.  The Harkenhold Ryn-Kar will even enter human towns, often in large and boisterous groups, in order to buy goods, initiate trade deals, buy masterwork weapons, and partake of fermented spirits at the local tavern.  They do not often initiate violence, but revel in a good bar fight when provoked.  In turn, the Ryn-Kar stronghold at Harkenhold Mountain, while not exactly open to outsiders, is accepting of respectful visitors who come offering fair trades.  Their Great Hall is known to harbor adventurers in relative comfort—so long as those guests have enough coin and are not bothered by the scent of Orc musk, which permeates everything.

In springtime when the ice and snow have begun to melt from the roads and rooftops, the Harkenhold Ryn-Kar celebrate Yag’gin Braktoz, literally translated as ‘Food at the Black Door.’  This unruly party commemorates the clan’s survival through the first winter of their independence.  During the harsh winter that followed their initial escape from slavery, many Ryn-Kar starved to death, and so passed the black door down into Yawghartz.  This is the Orcish equivalent to purgatory, and a place reserved for Orcs who die weak deaths: From sickness, starvation, sloth, and old age.  Yag’gin Braktoz entails three days of fasting, followed by gluttonous feasting, sword fights, drinking competitions, ritual scarification of young warriors, and pit fights between unarmed Ryn-Kar and the vicious wild boars of Harkenhold Mountain.  Often these boars have their tusks sharpened or fixed with serrated blades.  The pit fights are bloody and cacophonous, betting is rampant, and death is common.

Females in Ryn-Kar society are treated no differently from the males.  They fight alongside male Orcs and their shrill war cries rise above the battlefield in bloodcurdling harmony.  Female Ryn-Kar are known for their speed, agility, and skill with thrown spears.  They tend to wear lighter armor than their male counterparts but many have reported that their speed makes them difficult to hit.  Females take positions of leadership in Ryn-Kar society just as males do:  By proving their worth with wit and skill.  To survive, the Ryn-Kar have had to draw upon every resource at their disposal.  This makes their culture highly pragmatic—it is not their practice to discard or adopt ideas simply based on the source.  Rather, they strive to use what works, and to follow those who make accurate predictions and achieve success.  The clan has been led by females at several times during their short history.  Laba-Reendak was a female Ryn-Kar Master known for her siege tactics and skill as a negotiator.  She was killed in the Betrayal at Morûndark Spire when her small party was ambushed by Troglodytes and Lizardfolk.  The Ryn-Kar subsequently surrounded the Spire and decimated its residents.  Then they erected a line of wooden pikes streching out from the Spire into the desert for over a league, each set with an enemy’s head.

When treating with Ryn-Kar, many explorers report the need to speak with confidence and get directly to the point.  The Ryn-Kar are plainspoken and do not tolerate verbal subtleties.  Their history of servitude makes them extremely sensitive to attempts at manipulation or deceit.  When they want something they say it, and when interactions appear headed toward impasse they usually disengage or draw swords.  For all but the cleverest adventurers, it is wise to open encounters with a direct statement of need.

“It is better, we have found, to open negotiations with, ‘We need 2000 stone blocks, good ones, with no cracks, and eight guards for the Bridge at Coldwine Creek from first freeze to first melt.  Also we need passage on Westpass Trail, with no tolls, no trolls, and no boars, from first melt to leaf drop.  For this we will pay three score and two hundred gold.’  Then it is to say, ‘Good morning, Yebrak, and good weather.  How are your strong wives and your many strong children?”

–Hardiman Belltower, Mayor of Altenberg

Special Tactics

As a group, the Ryn-Kar are known for direct assaults and siege warfare.  Their ferocious nature leads them into raging battles–they will storm well-equipped armies of equal size and heavily-guarded strongholds–particularly when they are being paid as mercenaries.  Ryn-Kar are infamous for making clear demands, followed by a statement of the exact consequences to follow if those demands are not met.  Hired as mercenaries to settle the long-running trade dispute between the towns of Altenberg and Habrenlen Hamlet, Ryn-Kar approached the wooden gates of Habrenlen.  After some introductory howling they announced, “Open your gates.  Put out your lanterns.  Lay down your arms.  Make a chest with two thousand gold.  Set it outside Mothpaper Inn.  If you do not, your town will burn.”  The townsfolk of Habrenlen were known to be stubborn.  Their town is now a smoking ruin.

Ryn-Kar also use siege tactics and siege machines to bring small and medium-sized settlements to their knees.  Instead of waging all-out assault, at times they simply block all the roads in and out of town.  They dig trenches, build barricades, and fire their ballista and catapults when threatened.

In single combat, Ryn-Kar are formidable warriors.  They are highly trained and well equipped with good armor and sharp blades.  Many are adept with ranged weapons and they are excellent climbers as well.  Ryn-Kar are not known to instigate combat, but they do not back down from it either, especially when insulted, when in their own territory, or when their numbers are greater.

Qualities

Relentless. The Ryn-Kar are proud.  They do not bend the knee to anyone and no not give up easily.  When hired as mercenaries they pursue their objectives with single-minded determination.  Explorers who have made enemies of the Ryn-Kar sometimes find themselves pursued for weeks.

Tormentors. Ryn-Kar view torture as a normal part of conflict.  They are known to inflict great pain on their foes to extract information and send a warning to those would would oppose them.

Loyalists. Ryn-Kar are fiercely loyal to the Orc Master of their clan.  They are also loyal to the contracts they sing and will risk heavy losses to achieve the goals of their employers, so long as the pay is good..

Contentious. While in-fighting within the clan is somewhat rare, Ryn-Kar can be stubborn and argumentative with outsiders.  They drive hard bargains and do not let even small details pass without notice.

Weaponry

Melee 1. Hooked Bastard Swords.  1d10 + 5 slashing damage.

Melee 2. Greataxes.  1d12 +5 slashing damage.

Ranged 1. Crossbows.  1d10 + 3 piercing damage.

Ranged 2. Long Bows.  1d8 + 3 piercing damage.

Special Units

Berserkers. These fearsome Ryn-Kar are painted with blood and carved with ritual scars on their faces, arms, and hands.  They wield greataxes.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12 + 6 slashing damage.  AC 10.

Bruisers. These large, slower moving Ryn-Kar are tremendously strong.  Their presence on the battlefield often means that the Ryn-Kar are equipped with siege machinery–ballista and catapults.  Bruisers are responsible for their placement.  They attack with the huge wooded cudgels they use as levers to move siege machines.  Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d12 + 9 bludgeoning damage.  AC 10.

Rage Shaman. These Ryn-Kar are rare, usually only one or two per clan.  They cast spells as 3rd level Clerics.  They may cast the Orc spell Battle Rage once per day:  All Ryn-Kar Orcs within 10′ of the Shaman gain +1 to hit, +1 to damage, and -1 to AC for the remainder of the combat.

Warchief. Each Ryn-Kar platoon of eight Orcs is lead by one Warchief.  est.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12 + 5 slashing damage.  AC 14.

Special Abilities

Bloodlust. In the heat of battle when a Ryn-Kar has been slain, other members of his eight-Orc platoon may go into Bloodlust for 1d4 rounds.  During this time they have an additional +3 to damage on their attacks, and -3 to their AC.

Stirring Strike. When a Ryn-Kar Orc lands a critical hit on a PC, all other Ryn-Kar Orcs within 10′ receive +1 to hit on their next attack.

Field Tactics. Once per combat, the Warchief of a platoon may make a DC 14 WIS Check.  If they succeed, the DM runs the remainder of the combat at one General Intelligence (GI) level higher than their initial GI roll.

War Cry. During the first round of combat, as a bonus action, 10 or more Ryn-Kar Orcs may unleash their howling war cry.  PCs 5th level and below must Save DC 14 WIS or suffer -1 on their next attack.

Movement

Run. Good.  Ryn-Kar move well over varied terrain and do not tire quickly.  They have been known to keep pace with fit and fast-moving adventurers, tracking them for weeks on end.

Climb. Excellent.  The Ryn-Kar are stellar climbers on sheer rock faces.  They pair their natural strength, endurance, and agility with expert use of rope, hooks, and pitons.

Swim. Average.  Like most Orcs, Ryn-Kar are not over fond of water.  They can swim when pressed, but do not seek out the activity for pleasure.

Burrow. Average.  Ryn-Kar use tools to expand existing caves and dig foundations.  They are adequate stone masons as well.

Fly. n/a

Grudges

Ryn-Kar Orcs are fiercely loyal to the Master of the clan.  The Master is invariably the Ryn-Kar Orc who has brought the clan the most success in battle and in trade. Ryn-Kar hate their Master’s enemies, often all members of the Allied Races, but especially Elves, Dwarves, and Humans.*  They loathe Bugbears and Hobgoblins, with whom they often compete for dominance, and tend to respect Ogres, Trolls, Giants, and anyone else who is larger and physically stronger than them.

*The Ryn-Kar Orcs of Harkenhold Mountain are an exception.  Their long exposure to Dwarves and Humans has mellowed these historical sentiments and they engage in open trade with members of both races.  They retain the typicial Orcish hatred of Elves.

 

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