The Ush’Ghik, or Iron Orcs live in the frozen north. Beyond the Frozen Crown Mountainslies hundreds of miles of wintery forests and plains. Very few sentient species live in this area, either bested by the harsh climate, or chased off or killed by the warrior people of the Ush’Ghik.
Like their lands the Ush’Ghik are hardy and tough. Having survived for a thousand or more years in the north has made them one of, if not, the strongest race on Levex’edar. It is difficult for non orcs to be members of this nation, but is not impossible if they prove their worth. Humans, Kosstrix and Constroid cannot take nation traits from the Ush’Ghik.

Nation Traits

Ush’Ghik take two of the following traits, one must be a Totem;

  • +2 Intimidate, Knowledge (Nature) – The Ush’Ghik’s size and confidence in battle makes them naturally intimidating, and their relationship with the land and its spirits teaches them more about the land.
  • Orcish Ferocity: Barbarian Rage lasts one round longer per HD, reduce penalties of exhaustion by 1. If the character does not have Rage as a barbarian, he gains the ability instead using half his hit dice rounded down as class level for determining how many rounds rage lasts.
  • Spirit Armor: +1 DR, +5 DR vs Cold and +2 vs Fire/Lightning – This orc has been blessed by their tribes guardian spirit, and as a result gains resistances to the harsh climate.
  • Survivor: Skill Focus: Survival, +1 Saves vs Natural Effects (Tempeture, drowning) sickness and poison. – This orc has been trained to survive even the toughest trials that the spirits can throw at them.
  • Armor of Scars: +2 Nat AC – This Orc has seen many battles, and as a result is covered in scars and his hide has thickened.
  • Heart of Fire/Ice: Unarmed damage is treated as fire, or cold in addition to bludgeoning. Deal an additional +1 Fire or Cold per 2HD.
  • Sacred Tattoo: Many orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Orcs with this racial trait gain a +1 luck bonus on all saving throws.
  • Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Orcs with this trait gain Endurance as a bonus feat.
  1. Totem of Wolf: +2 Attack and Damage while flanking or using Teamwork Feats.
  2. Totem of the Stag: +2 Stealth and Perception for each adjacent ally, +5 move speed when with at least one adjacent ally.
  3. Totem of Bear: +2 Attack, and Damage while attacking an opponent who has harmed an adjacent ally this round.
  4. Totem of Owl: +1 per adjacent ally to Knowledge Nature, Geography, History and Perception Skills.
  5. Totem of Cougar: +2 Stealth, Survival, Acrobatics, Perception and Athletics when more than 10 feet from any ally.
  6. Totem of Drake: +4 Damage when adjacent to an ally. Multiple allies stack to a maximum of +16 (4 Allies)
  7. Totem of the Spirits: This totem represents an Usk’Ghik that has spent a great deal of time traveling between the tribes (usually three or more). It can be taken along with another Totem (Thus representing your home tribe)or another racial trait. You and one adjacent ally share one racial trait found in the sections listed as additional racial traits. If the adjacent ally is a Usk’Ghik share all Totem bonuses as well.

The Tribes

The Ush’Ghik are a proud and honorable race of warriors. As long as anyone can remember the Ush’Ghik have been fighting with each other. Some tribes fight for fun, maintaining an extremely delicate alliance, while others fight over terrain or food. Even still others fight just because they can. No matter the tribe all Ush’Ghik love to fight, and it is imbedded into their very soul. Likewise, all Ush’Ghik love to boast, drink, party, fuck and compete. Men and women have little separation in the tribes, save for during the last few months of pregnancy and first few months after birth female Ush’Ghik are tied to their homes. Once the newborn is capable of eating something other than breast milk, the positions are switched for a time, while the mother goes out to stretch her legs and the fathers gather to teach their children in groups. After a year, or two of schooling their children the basics, young Ush’Ghik are often paired up with a mentor, sometimes one of the parents, to start teaching them trades.

Each tribe is attributed to a creature of the wild that the Ush’Ghik refer to as guardians. Worshiping them like gods, the tribes each keep their guardian animals as companions and look to shamans for guidance. The tribes are;
  • Wolf – Values family and cunning. Wolf is stronger with family and uses wit and numbers to gain strength.
  • Stag – Values caution and family. Stag is cautious, mindful, and observant. He stays close to his family, and is cautious of outsiders.
  • Bear – Values endurence and strength. Bear is a protector, and she insists strength be gained and used only to defend hearth and home.
  • Cougar – Values cunning and self reliance. Cougar is a cunning hunter who stalks alone and teaches that each of her cubs needs to rely on themselves, to be useful to their families.
  • Owl – Values wisdom and knowledge. Owl see’s many things, and learns many things to gain strength over her enemies and teaches to work smarter, not harder.
  • Drake – Values strength alone. Drake is a powerful creature that values power alone, and will do anything to gain and maintain it.


Ush’Ghik culture revolves around the theme of explosive passion. Whether they are surging with rage in the heat of battle, or singing and dancing in their great halls, Ush’Ghik are always loud and proud. Ush’Ghik often wear hide and furs from their own kills, and rarely iron armor. Steel is rare among the tribes, and often only found in the form of weaponry. Generally a tribe never wears furs or hide from their own guardians, unless they are one of the shaman. Masterwork quality goods are rare among the tribes despite all their training in a given craft. Most Ghik can’t be bothered to spend so much time on a single project, though master tradesmen do appear from time to time. Great communal labors like the construction of a hall, or weapon made for a new chief are often times made of the finest quality, and is usually the work of several older tradesmen.
Once a year all the tribes send a few dozen of their best and brightest to the Mammoth Hall, there the tribes boast, compete and discuss under the moderation of the Mammoth Tribe. Usually this event goes smoothly, and participants earn respect for each other and their tribes, trade goods and even tribe members who feel that they are guarded by another spirit and do not quite fit in. These lost ones can face harsh judgment, if the tribe they relate to more is at war with the one they are born into, but if not, these Ush’Ghik are treated normally, if not watched carefully. During the Great Moot when a lost one finds a tribe they relate to, they are often welcomed with open arms, and a few congratulatory punches.

Favored Classes

  • Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
    The Usk’Ghik are the most suited for the barbarian profession. Primitive, savage, brutal, tough, and passionate. It would be strange to find a warrior in any of the tribes who doesn’t have at least one level in Barbarian.
  • Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
    The only other warriors in the Usk’Ghik tribes would have to be those with ranger levels. While still keeping with their natural roots, these people take a more thought-out approach in their dealings, and as a result, are widely respected for their blend of prowess and skill.
  • Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
    Although it may seem odd to see an orcish bard, the profession offers a great deal of power to the Usk’Ghik due to its inspiring effects, and minor magics. Like rangers, Usk’Ghik with levels in bard are respected greatly, but are often also the butt of many jokes.


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