Illustration by "Dug"
Gronk / Greater Gronk AKA: Nil / Sleepers HACKFACTOR: 3 / 18-24 EP VALUE: 50 / 300-600 CLIMATE/TERRAIN: Any / Any FREQUENCY: Common / Uncommon ORGANIZATION: Groups / Circles ACTIVITY CYCLE: Nocturnal / Nocturnal DIET: Omniverous / Vegetarians INTELLIGENCE: Low / High to Genius ALIGNMENT: Chaotic or Lawful Evil / Lawful Evil NO.APPEARING: 12-1200 / 1-8 SIZE: M (6' to 7' Tall) / M (7' tall) MOVEMENT: 9" / 9" PSIONIC ABILITY: Nil / Possible Attack/Defense Modes: Nil/Nil / Possible/Possible MORALE: Pliant (10) / Confident (12) ARMOR CLASS: 9 (See below) / 10 (see below) NO. OF ATTACKS: 1 or 2 / 1 DAMAGE/ATTACK: 1-10(club) or 1-8(sword) / See Below SPECIAL ATTACKS: Nil / Magic SPECIAL DEFENSES: Nil / Magic MAGIC RESISTANCE: Standard / 12% HIT DICE: 2 / 5-11 CREATED BY: "Dug"
Gronk / Greater Gronk
DESCRIPTION: The Gronks are an offshoot race from the orcs, and the Sleepers or Greater Gronks are an offshoot of a half-orc breed stemming from the Gronks. The Gronks are leaner and taller than Orcs with powerful neck muscles and shoulders. The Gronks like showing off their neck muscles and shoulders, seeing as it is a sign of verility. The Gronks operate better in daylight than orcs, and have longer tusks and sharper teeth. They have thicker brows which they like to use for head-butting. The Gronks are not quite as intelligent as orcs, but are not as brutish, fanatically following the commands of their leaders, the Sleepers.
The Sleepers are far more elegant than the Gronks, appearing almost god-like to their lesser cousins. The sleepers have softer features, which to the uneducated, could be mistaken for half-orcs. The Sleepers like long, flowing white gowns (which hide armor) and intricate platinum jewelry. The Sleepers are highly intelligent, use magic and even on occassion possess psionic powers. Many Sleepers are hundreds of years or even thousands of years old as they have a method to suspend themselves in times when they're needed least, thus earning their names. The Gronk society remains intact, only in the hope that the Sleepers will emerge and save them from devastation if it ever were to arise.
COMBAT/TACTICS: The Gronk has two different forms of attack. Their preferred weapon is a 'gronklub' which the gronk gains a +2 to hit, and the weapon does 1-10 points of damage. Otherwise, they're equipped with bow & arrow or two ivory swords which they gain two attacks for 1-8 points of damage each. Gronks also have trained archers which remain in the cities for defense.
Sleepers like to use magical daggers and staffs, and will use magic when forced to. Other than that, they're skilled strategicians, using the Gronk forces effectively to immobile enemies.
HABITAT/SOCIETY: With the Sleepers' guidance, the Gronks have remained a strong and vibrant race, building massive adobe-like cities with incredible engineering ingenuity. However, with the Gronks' limited intelligence, cities don't emerge as planned. Sometimes catwalks will lead to nowhere, a building will have no windows, or streets will be confusing and maze-like. Fortunately, Gronks know their cities well and never get lost. Gronks have constructed unusual carts for transportation, and have even built drying bins for the rice, corn, and what other goods they might raise. Gronks tend to stay in the same areas, building on ruins again and again.
The Sleepers lead the Gronks, making all of the decisions, the Gronks are faithful and loyal. When the Sleepers are not needed, they'll sleep for a decade, maybe less. If the Gronk civilization is reduced to virtually nothing, they'll sleep longer, emerging hundreds of years later to rebuild the society. The Gronks obey because the legends and myths persist.
The Sleepers enter cocoons erected in deep subterranean lairs. Every so often they'll mate to continue their bloodline, but if it ever comes to pass where they are unable to continue the line, they'll abduct a half-orc and place them inside the cocoon which renders the half-orc unconscious with no saving throw. The half-orc will spend ten years in the cocoon undergoing a metamorphasis into a Sleeper Gronk. If a half-orc is rescued from the cocoon within one week, he or she will become immune to the effects of the transformation, but each week thereafter there is a cumalitive 10% chance of becoming Lawful Evil.
ECOLOGY: Sleeper Gronks have little interest in conquest, only wishing to survive and remain in the areas they've cultured, however, there are instances where Gronks felt certain races have encroached on their lands, and have taken fierce action. Gronks are unlike Orcs and do not needlessly waste resource or immediately attack. They always fall to the Sleepers' better wisdom.
YIELD:
Medicinal: An intact cocoon might be transformed into a healing or even a polymorth device, but such theories need yet to be tried.
Spell Components: A portion of the cocoon could be used for a Polymorph spell.
Hide/Trophy Items: Nil
Treasure: Gronks (individuals): J, K, or M ; Sleepers (individuals): R, S, T
Other: Nil
Mikeeze Wurld is © 2001 by Michael S. Hensley.
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