Source Advanced Player's Guide pg. 17 2.0
The Grolak, known to other species as Orcs, are a formidable and unyielding force, their existence defined by conquest and the relentless pursuit of strength. They emerged from the harsh, fragmented regions of the Outer Sphere, forging a civilization not of gleaming spires or ancient academies but of war compounds, mobile strongholds, and the grim glory of the battlefield. Long before the Rift-Storm Cataclysm tore through Starfall, Grolak Marauder Hordes were already a terrifying fixture, conducting brutal and devastating raids deep into the vulnerable systems of the Inner Sphere, seeking resources, slaves, and the thrill of conquest.
Core Identity: Strength, Conquest, and the Right of Might
Grolak are fundamentally driven by raw power and the belief that might makes right. They value direct action, decisive victory, and unwavering loyalty to their immediate war-band or clan. Subtlety is often seen as weakness, and diplomacy is merely a precursor to overwhelming force. Every Yom and Dei is a trophy of their prowess, either taken from a fallen foe or produced through the coerced labor of conquered populations. Their ambition is not to build static empires but to expand their influence through a continuous cycle of raiding, subjugation, and the accumulation of resources necessary to fuel their ever-growing war machines.
If you want a character who is physically imposing, driven by a primal urge for dominance, fiercely loyal to their chosen kin, and thrives in direct conflict, you should play a Grolak!
YOU MIGHT...
Seek out challenges to prove your strength and worth to your war-band.
Value direct action and decisive victory over complex strategies.
Feel a deep, almost instinctual loyalty to your comrades in arms.
Express yourself through acts of physical prowess, combat, and the spoils of war.
OTHERS PROBABLY...
Fear your imposing presence and reputation for brutality.
Underestimate your cunning, mistaking directness for simplicity.
Try to avoid direct confrontation with you, preferring negotiation or evasion.
Are wary of your intentions, assuming any interaction is a prelude to conflict.
Physical Description
Grolak are powerfully built humanoids, typically standing between 6 and 7 feet tall, with broad shoulders, thick necks, and muscular physiques. Their skin tones range from various shades of green, grey, or brown, often marked with ritualistic scars, tribal tattoos, or crude cybernetic implants that enhance their combat capabilities. Their faces are characterized by prominent brows, jutting lower jaws, and often tusks or large, sharp teeth that protrude from their mouths. Their eyes are usually deep-set and intense, reflecting a fierce determination.
Grolak often wear practical, battle-worn armor crafted from salvaged materials, heavy leathers, or reinforced plates. Their clothing is functional, designed for durability in harsh environments and ease of movement in combat. They frequently adorn themselves with trophies from fallen foes, such as bone fragments, metal scraps, or even pieces of enemy technology, which serve as symbols of their conquests and personal glory.
Society
Grolak society is highly tribal and martial, often organized around powerful warlords or clan leaders whose authority is maintained through strength and proven conquest. Loyalty is paramount within a war-band, but alliances between clans can be fleeting and opportunistic, shifting with the tides of war and resource needs. Their settlements are typically fortified, often brutalized worlds or mobile fleet-strongholds built from salvaged starships and asteroid chunks. Life is harsh, and only the strong survive, leading to a culture that reveres physical prowess, martial skill, and a pragmatic disregard for weakness.
Grolak culture is steeped in a warrior code that values personal glory, clan honor, and the spoils of victory. Their art is often expressed through elaborate scarring, ritual combat, and the brutal efficiency of their weaponry. While individualistic in their pursuit of glory, they possess a fierce, almost instinctual loyalty to their war-band and a deep-seated contempt for weakness. Their guttural language, Grolak, is designed for direct communication and fierce proclamations. They often prefer simple solutions to complex problems, relying on overwhelming force rather than intricate strategy. The stories of Grolak might, their brutal raids, and their unyielding drive to dominate the cosmos are etched in fear of those who cross their path, a testament to a species that finds its purpose in eternal conflict.
Outer Sphere (Homelands & War-Zones): This is the heartland of the Grolak. Here, vast territories are claimed by sprawling clans, their borders constantly in flux due to inter-tribal warfare or expansionist drives against other Outer Sphere factions. Settlements are typically fortified, often brutalized worlds or mobile fleet strongholds built from salvaged starships and asteroid chunks. Life is harsh, and only the strong survive, leading to a culture that reveres physical prowess, martial skill, and a pragmatic disregard for weakness.
Inner Sphere (Raiding Territories): Grolak presence in the Inner Sphere is primarily defined by the terrifying incursions of their Marauder Hordes. They do not seek to settle its ecumenopolises, seeing them as soft and decadent but rather as vast larders to be plundered. Their raids are often fast, brutal, and aimed at critical infrastructure or valuable resource shipments, causing widespread panic and diverting Commission resources. How they navigate the Inner Sphere's controlled Riftgates to launch these raids is a closely guarded secret, rumored to involve crude but effective Rift-drives or perhaps even pacts with renegade Rift-Navigators (perhaps corrupted Vaelen or Shadar).
The Frontier (Brutal Vanguard): The most daring and often fanatical Grolak war-bands push into the uncharted Frontier. Here, they face extreme dangers but also limitless opportunities for new conquests and untapped resources. These groups often represent the most savage and unyielding aspects of Grolak culture, adapting to truly alien environments and battling undiscovered horrors for dominance. Some speculate that the Cyborcs mentioned in Outer Sphere lore are extreme, technologically augmented Grolak, forever locked in cryo-sleep until prey is detected.
Connection to the Rift and Technology
Grolak interact with the Rift and technology with a raw, utilitarian pragmatism. While they may not delve into the esoteric philosophies of Mana like the Vaelen or the intricate calculations of the Geodans, they are masters of harnessing raw power. Their shamans and war-priests might channel the Rift's chaotic energies through visceral rituals, manifesting destructive power or inspiring berserker rages. Technology, whether salvaged from battlefields or crudely fashioned in their workshops, is valued for its direct utility in combat and conquest. Their starships are often ramshackle but heavily armored, built for brawling engagements and sustained bombardments. Many Grolak saw the Rift-Storm Cataclysm as a cosmic proving ground, a brutal culling that left only the strongest to continue their ceaseless war. They view The Scarred with a blend of contempt for their weakness and fascination for their raw, uncontrolled power, sometimes attempting to subjugate or "break" them into service.
Beliefs
Grolak beliefs are centered on the concept of strength, conquest, and the right of might. They typically worship deities or primal forces that embody power, warfare, and dominance, often seeing the universe as a grand battlefield where only the strong survive and thrive. They might revere figures like Babmeto (Gorum) or primal entities associated with raw, destructive power.
They believe that every victory, every resource gained, and every foe subjugated adds to the collective might and honor of their clan. The Rift-Storm Cataclysm was not a tragedy to them but a cosmic proving ground, a brutal culling that left only the strongest to continue their ceaseless war. They embrace the chaos of the Rift as another tool or challenge to be overcome through sheer force of will.
Popular Edicts: Prove your strength in combat, expand your clan's influence, take what you need, show no weakness, be loyal to your war band, and conquer new territories.
Popular Anathema: Show cowardice, betray your war band, submit to a weaker foe, waste resources without purpose, and engage in pointless diplomacy when force will suffice.
Grolak Mechanics
Hit Points: 10
Size: Medium
Speed: 25 feet
Ability Boosts: two Free Ability Boosts.
Languages: Common, Grolak. You can learn additional languages equal to 1 + your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access.
Darkvision: You can see in darkness and dim light just as well as in bright light, though your vision in darkness is in black and white.
Grolak Heritages
At 1st level, choose one of the following Grolak heritages.
Bloody Hand: Your lineage is marked by generations of brutal frontline combat. You gain a +1 circumstance bonus to Intimidation checks when attempting to demoralize.
Ironhide: Your skin is unusually tough, accustomed to the rigors of battle. You gain resistance 1 to bludgeoning, piercing, and slashing damage.
Marauder Born: You or your ancestors are natural raiders, at home in the chaos of a ship-to-ship boarding action or a planetary assault. You gain a +1 circumstance bonus to Acrobatics checks to move through crowded spaces and a +1 circumstance bonus to Piloting (Space) checks when attempting a hostile maneuver.
Void-Grub: You were exposed to powerful rift energies that should have killed you—but you survived. Your skin is cold, clammy, and gray. You gain resistance to void damage equal to half your level (minimum 1). You also gain a +1 circumstance bonus to saving throws against effects with the death or void trait.
Warmonger Lineage: Your bloodline is exceptionally aggressive and driven to conflict. When you reduce a foe to 0 Hit Points, you gain a +1 status bonus to your next attack roll against a different foe before the end of your next turn.
Grolak Ancestry Feats
You can select Grolak ancestry feats from the following options.
1st Level Feats
Brutal Momentum (General): When you use the Charge action, you gain a +2 circumstance bonus to your attack roll.
Crude Weapon Familiarity (General): You are trained with greataxes, greatclubs, and pickaxes.
Ferocity: When you are reduced to 0 Hit Points, you can use your reaction to remain conscious and continue fighting. You can act normally on your turn, but you are still at 0 Hit Points. At the end of your next turn, you fall unconscious and are dying 1 (or your dying value increases by 1 if you already have that condition) unless you have regained Hit Points.
Fearsome Presence (General): You gain the Intimidation skill feat Intimidating Glare. If you already have it, you gain a +1 circumstance bonus to all Intimidation checks.
Relentless Assault (General): Once per day, when you miss a melee attack, you can reroll that attack. You must use the second result.
5th Level Feats
Unstoppable Rage (General): Once per day, when you are reduced to 0 Hit Points, you can make a single melee Strike. If this Strike hits, you remain at 1 Hit Point. You still fall unconscious at the end of your next turn if you do not gain Hit Points above 0.
Savage Scavenger (General): Your instincts for finding valuable salvage are honed. You gain a +1 circumstance bonus to Perception checks to Seek for hidden objects or valuable components in derelict ships or ruins.
Battle-Hardened (General): You are incredibly resistant to fear. You gain a +2 circumstance bonus to saves against fear effects.
9th Level Feats
Adaptive Brutality (General): When you critically hit with a melee Strike, you can choose to either deal an additional 1d6 precision damage or apply a -1 status penalty to the target's AC for 1 round.
Commanding Roar (General): You can use an action to utter a powerful roar. Allies within 30 feet who can hear you gain a +1 status bonus to their attack rolls for 1 round.
13th Level Feats
Conquest Through Industry (General): Your tribe's might is linked to its ability to exploit resources. You gain a +2 circumstance bonus to any checks made to claim or secure territory rich in natural resources.
Terror of the Void (General): Your presence is genuinely terrifying to other species. You gain a +2 status bonus to Intimidation checks against creatures of a different ancestry.
17th Level Feats
World-Breaker (General): Your physical might is legendary. Once per day, when you make a Strike against a structure or object, you ignore its Hardness.
Rift-Fueled Fury (General): When you enter a rage or are affected by a powerful emotion, you can choose to draw minor, volatile energies from the Rift. You gain resistance 5 to one damage type of your choice (chosen when you activate this feat) for 1 round.
Here are a few adventure hooks designed to appeal to a Grolak Player Character, playing into their core drives of strength, conquest, and loyalty:
Adventure Hooks for Grolak Player Characters
The Scarred Warlord's Challenge:
Hook: A renowned Grolak warlord, infamous for their brutal conquests and mastery of a particular Rift-Tainted weapon, has issued an open challenge. They seek to test the strength of any Grolak (or even non-Grolak who dare) who can survive a series of trials within their heavily fortified Outer Sphere war compound. The ultimate prize: a position of power within the warlord's elite guard or perhaps the warlord's own formidable weapon. However, the warlord's methods are increasingly erratic, hinting at a deepening corruption from the Rift-Taint.
Grolak Appeal: This hook offers a direct path to proving strength and gaining glory, which is paramount to Grolak. The PC would relish the opportunity for direct combat and the chance to ascend the ranks. The presence of Rift-Taint adds a layer of danger that a Grolak might view as a test of their own resilience and potentially an opportunity to "break" the corrupted power for their own gain. It could involve intense physical challenges, strategic raids within the compound, and a final, brutal confrontation.
The Void-Grub's Bounty:
Hook: A lucrative bounty has been placed on a massive, derelict Vaelen worldship, the Aetherial Husk, rumored to be drifting through a volatile region of the Frontier near a nascent Rift-Burg. Scans indicate it's rich in pre-Cataclysm technology and Mana-infused salvage but also infested with dangerous Automatons (fragments of the Aether-Synapse) that have gone rogue, and possibly even corrupted Baelen remnants. Multiple factions, including opportunistic Ysoki salvage crews and even Commission black-ops units, are vying for control.
Grolak Appeal: This is a prime opportunity for resource acquisition and proving dominance. The PC, especially if they have the "Void-Grub" heritage, would be drawn to the promise of valuable salvage. The presence of Automatons and Baelen offers plenty of targets for direct conflict, and the chaotic Frontier environment is a familiar proving ground. The Grolak would likely aim to secure the most valuable resources by force, seeing other factions as mere obstacles to be overcome.
Breaching the Inner Sphere's Defenses:
Hook: A rival Grolak war-band has planned an audacious raid on a heavily defended Inner Sphere industrial hub known for its vast mineral processing facilities. Their intelligence suggests a weakness in the Commission's defenses, perhaps a corrupted Riftgate or a compromised Tanyon-Unin security detail. The PC's war-band is invited (or challenged) to participate, but the rival warlord demands absolute adherence to their brutal, high-risk strategy, which involves a direct, overwhelming assault.
Grolak Appeal: This hook provides a chance for a large-scale raid, a core Grolak activity. It appeals to their desire for conquest and the thrill of plundering "soft" Inner Sphere targets. The challenge lies in navigating the political dynamics with the rival war-band and executing a complex, high-stakes assault. The PC would be motivated by the promise of abundant resources and the glory of a successful raid against a powerful, established enemy.
Taming the Maelstrom-Scars:
Hook: A desperate plea (or a lucrative contract from a bold, perhaps foolhardy, Nomad-Kin merchant) reaches the Grolak PC. A newly discovered planet on the fringe of the Frontier is rich in a rare, potent Mana-crystal. Still, it's overrun by increasingly aggressive, Scarred beings warped by uncontrolled Rift energy. The merchant believes a Grolak, with their "pragmatic disregard for weakness" and understanding of raw power, might be able to "break" these creatures and harness their chaotic energy for mining operations.
Grolak Appeal: This hook presents an opportunity to subjugate powerful, chaotic entities —a challenge that appeals to the Grolak's belief in might making right. The PC would be tasked with establishing dominance over the Maelstrom-Scars, perhaps by finding a way to control their unpredictable powers or by simply overwhelming them through sheer force. This could involve direct combat, strategic traps, and a brutal display of Grolak will against the very chaos of the Rift. The rare Mana-crystal offers a tangible reward for their efforts.
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