Monstrous soldiers, made for a war that never came
Except as specified below, game mechanics for the mor are identical to the half-orc race detailed in the D&D 4e official rulebooks. For all other mechanical purposes (including feats, paragon paths, etc.), mor is simply an alternative name for half-orc.
Ability Scores: +2 Str, +2 Con or Dex.
Languages: Common and one other.
Mor—also called orcs in Sylvan—are close kin to humans, and a parallel creation of the Overseers. Bred for sheer strength and raised to be brutal and bloodthirsty, it appears that they were created for a war that the Overseers considered imminent—perhaps a dispute in their own factions, perhaps a planned invasion of Alm.
The war never came, however, and so the soldiers had no purpose. Most were put to work on other labour-intensive tasks, but a significant number were considered uncontrollable, too damaged by the violence instilled in them. These were disposed of, considered no more than a sunk cost by their masters.
Those who remained learned to wait, to still the beast, and not let the opportunity for revolution pass them by. When it came, they rose as one with the humans, summoning all the rage they had tempered in a task of no return. The awakened made the insurrection possible—but it was only through the sacrifice of mor lives that it was won.
Play a mor if you want…
- To share a history of injustice and revolution.
- To struggle with identity and purpose.
- To hold grudges deeply and powerfully.
Mor are rather like big humans, leading to the general acceptance that they are closely related. They also look a great deal like the bannyr, especially in their significant height and sturdy, thick-bodied builds. What they share with neither is their skin, which ranges from yellow through to blue, and is most often a warm shade of green. As they grow, their skin usually develops patches of light pigmentation which look uncannily like deliberate design, and are often mistaken for paint.
Mor have large, sharp teeth which usually include stout tusks, and typically have eyes of red or yellow. Their ears are a squared-off shape, neither round like humans nor pointed like elves. Their hair is usually fair, often white and sometimes red; most can grow a wild floor-length mane if they so desire, though they generally prefer for a less inconvenient style.
Mor often practice tattooing and decorative scarification, traditions they developed extensively when they were kept from more conventional arts.
Playing a Mor
Even moreso than humans, the mor are a people struggling for identity and purpose. The sheer cruelty of their own creation weighs heavily on them, and many still feel trapped in the role of a monster without purpose. These individuals seek meaning in any place they can; battle, meditation, philosophy, art, community. An adventuring mor, too, is likely to have similar motivations.
Such culture as they were able to share in their slave days is deeply precious to mor. Though always kept illiterate, mor slaves developed secret sign language and storytelling techniques, and the stories from those days are held onto with a fierce love. The names they chose are also of great significance.
Although they were segregated as slaves, the insurrection brought mor and humans into a state of mutual kinship. The exception, of course, is the human supremacist theocracy of Aurion, who consider mor a lesser imitation of themselves. Most mor have a particular hatred for the church as well, remembering their particular willingness to treat mor as expendable troops during the insurrection.
Mor are perceived as... Hardy, downtrodden, cautious, bitter, sensitive, resilient, temperamental, tragic, aimless, intuitive.
The Overseers went to considerable lengths to keep humans and mor from uniting against them, including using different languages with each. Thus, mor names are still different to human names more often than not, even though they have been shared much in the time since the exodus.